lionz's Recent Forum Activity

  • Set grid position (animate) and the X,Y are co-ords in the tile grid

  • I am just saying that tile movement move to tile is enough for that kind of game. To pathfind to a tile is the same thing but you end up with the problems you mentioned like sluggish movement or maybe it can't find a path, in my opinion less reliable than the tile movement which is just move to a given tile.

    Yeah pretty much, it grabs the name of the person at array(1) so it's their turn. They are set to active so it's obvious and you can use their actions. If it's an enemy I run their turn through a function, send their name through and they perform attacks or logic based on that. In the actual game world it picks the sprite to move based on the matching name. At the end of the turn I run some clean up logic and then move the next unit up in the list.

  • Kinda depends on the exact gameplay. You say you don't want to build the move mechanic but pathfinding is demonstrating its own problems. When I look at that game you referenced you can click on a tile and move to it. When you use pathfinding to move about you are not really using tile movement, it's one or the other. If you pathfind to a tile this is the same as using move to tile with tile movement. I don't know what these complex movements are for enemies but I'm sure it is doable. As for the turns, my characters have haste which puts them at the top of the list. If they can attack twice you can add them into the array twice, or like you said within the same turn give them 2 actions and track this with a variable.

  • There is no reason to use pathfinding with tile movement for the basic movement. You would use only the tile movement behaviour and move to a tile based on grid ID. When you move you have the choice to animate so the unit walks to that tile.

    Interesting you mention tile based movement in turn based setting, I am making a similar prototype right now. My approach was to add the units into an array for turns and pick the top one as the current turn. Then you move with the actions, chop it from the array and the next person moves up for their turn.

  • Object is overlapping player : show pop up or button

    On button pressed, restart or go to layout

  • Too confusing. Why does your condition say if array value = 0 but you only ever set the array value to 1? itemtext.text is not an index of an array. Not really sure what you're trying to achieve but I'm sure it is simpler than this if it is just using an item.

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  • Add the keyboard object.

    There is a condition 'key is down', use this.

    For the action on the right you can select the particle object and adjust the params

  • There is some extra picking required when you have multiple instances. Start by using system 'for each' so they act independently. If this doesn't work because of complexity then you can start using functions and passing the UID of the instances through as a parameter to select the correct instances.

  • The X is the horizontal co-ordinate where you want them to spawn from so you use choose(100,200,300) by this I mean write choose, it's a command, you can see in the manual. For the Y you use the height on screen where you want to spawn them from.

  • Because youve put greater or equal to 0 so when it's equal to 0 the guns will still fire until you subtract 50 again and bring it below 0.

  • Put the fields into a family, and the objects into a family, then you can say if objectfam is overlapping fieldfam. Their main use is this, so you can refer to a group of possible objects as one object.

  • You can import it, I think you can even try it now on the free version. Should be fine unless you have used an excessive amount of third party plugins.

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lionz

Member since 5 Aug, 2013

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