Windwalker's Recent Forum Activity

  • If you are using the bullet behaviour, it has it's own angle property. You can use two sprites for the object, one invisible box and one sprite. Then pin them (only position), give bullet behaviour to invisible object, then compare bullet.angle to sprite.angle. Obviously, you will have to handle rotation of the sprite with other events that don't rely on bullet behaviours events & properties.

    Please forgive I am not very good either, but this is the first thing that came to my mind.

  • Sorry to revive this but Ashley could you say something if this will come in short future? I have spent three days making a grid-based digging system and now after each tile digging I have to call regenerate obstacle map... And it takes quite awhile as the layout is huge. Instead I can call this limited regeneration by using grid coordinates...

  • You could try for each object destroy when invert on screen. I think for each picks them one by one.

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  • arontwose thanks for the advice, though I am still worried about how to handle collision checks, line of sight and path finding in the invisible layers. Somehow they have to keep working but not interact with the currently active layer on top of them. Transitions and movement between them is the least of my worries :)

    If I cannot find a better way I will put them all in the same layer, lower the size and resolution of all objects and hope for the best in terms of performance. I think I will need a layout of 30000 x 30000. Anyone has experience with layouts of this size? Or any other ideas about my problem?

    Regards;

    -wind

  • i.e. I need persistent events :)

  • Paradox yes, exactly. Doing it mathetmatically in a "game loop" is not impossible, though the hardest part is to simulate the pathfinding behaviour I think.

    The inn problem is not that hard. I can use the inn within the same layout with wilderness and prevent interaction between them. But inn is not the only place. There is also the mines, which is entirely something else. I thought of keeping everything in one huge layout but it will bog down eventually, especially with a hundred npc's trying to pathfind around, all the while searching for their prey or chasing whatever tasks they have.

    Will read more through the manual and tutorials, maybe something will come up. Meanwhile, please keep the advices flowing; especially any example of the mathematical solution would be welcome.

    Regards & thanks for help;

    Wind.

  • Paradox thanks, I will try that as well. However, I really wish there was a way to keep more than one layout active while displaying only one of them. How do people manage NPC's chasing players between levels anyway?

    Regards;

    -Wind.

  • I played it and I enjoyed it. The mechanics is awesome. Small details like pieces getting darker as you run out of air, the shakynes... All is very well done. However I noticed some pieces not sitting in place even though I carried them to the exact spot. The out-of game interfaces need some polish, but I think this is a great position to be in. Polish this and put it into facebook and you are golden :)

  • tulamide thanks for the explanation. I will have to try since it's the natural way and it would possibly be the first time it's done in C2 :) I know I will probably fail but I think it will be a challenge that teaches great amount of things. I am not very good with maths but will have to figure sth out.

    Meanwhile, any of you out there with any other aproach or more detailed explation on tulamide's offer for solution; all help is welcome :)

    Regards;

    -Wind.

  • tulamide thanks. In fact I feared for such a thing, because it seems there is a lot to take into consideration when trying to move them into logic. (pathfingin location, destination, current state of HP, hunger, task, line of sight and all the other actions... How am I going to create a "virtual machine" layout that keeps track of all these and turns them into display when needed?

    I'm afraid I am not that hot with Construct 2 yet. Could you direct me to an example of how this can be implemented?

    Thanks again;

    -Wind.

  • Hello everyone.

    For two weeks now I am focused on a new project that I intend to share with you soon. But I feel a danger aproaching and would like to ask for your help before it's too late.

    In my (real time) game, I will need an interior level (an inn per se), and an exterior level(wilderness). There will be many npc's doing various jobs outside, and they will frequent the inn. So how will I handle wilderness events when the player is inside the inn? I will have switched the layout to inside, so wilderness events will stop, right? But I still need my rangers to scout for game, and hunt if they see them. I need my burglars to attack caravans, in real time, even when the player is inside.

    The reverse is also true, people inside the inn should be doing their jobs even when the player is outside, in realtime.

    And NPC's and player should be able to come in or get outside as they need to...

    AI part of the NPC's are done, but I don't know how to do both places active in the same time. I did a quick search but couldn't find something similar. Anyone had such an experience? Should I just hide inside of the inn far away from the wilderness in the same layout and switch camera positions?

    Thanks in advance,

    -Wind.

  • If there is a way to check the system timer of the server (or the users computer) the game is running on, in theory, you could store the time to a variable, then check the time difference between that variable and actual time when the player logs back in. Then you could calculate for each crop how much they would have grown based on that time. But I do not know if it's possible to check system timer.

    Even then, players could cheat by changing the system time of their computers... And maybe you will need webstorage even with this approach.

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Windwalker

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