MultipleChoice's Recent Forum Activity

  • Hi! You can use path-behavior, the starting point being the point they come from, end point the enemies/your base. When two going the opposite direction, they collide obviously. When they do, you stop all path-moving on all enemies and your soldiers. The colliding ones do the fight - which means, they are all standing around waiting for your fight algorithm to decide, which one to destroy - till one of the fighters die. As soon, as one dies, you can start path-movement again, till two collide... and so on.

    Basically the age of war is a kind of a turret-defence game but with own soldiers. Did you use that template to start with?

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  • Altogether my first impression is, that it is "too fast" and hectic. But it is a nice base to develop from.

  • LarryP: it is the link not working, I tried in Chrome an FF. Can you just post a link which shows there please? The original one seems to contain spaces and such not enabling it to forward you to the proper address. After I remove those, it is still not working, but maybe it my bad.

    Now the direct link works, thanks

  • Hi sir

    Try using gimp or other software allowing you transparency in your graphics straight away would be best.

    In Construct 2 you can paint or fill with "Alpha" set to 0 to get 100% transparency. See image below.

    Note: You can have different Alpha-values allowing you not just a one-step (gif- or png8-) like transparency described, but really smooth anti-aliased edges to transparent areas are possible due to the png32-format. For that you will need to use software that can handle that properly.

  • Got it, thanks.

  • Still can't get to the link, sorry.

  • But Toddler did not want to clutter his function namespace

    I understand, but why is that bad in any case? Does it cause performance issues?

  • Okay, there I learned something. I did not get, what local numbers are exactly used for.

    Can you also please explain then, if and why a function is a disadvantage in this case?

  • Okay, there I learned something. I did not get, what local numbers are exactly used for.

    Can you also please explain then, if and why a function is a disadvantage in this case?

  • : Thanks for your feedback. Concerning the bug: if you could be so kind, and reproduce the bug making a screenshot of it with the debug-display on. You can switch on debug-display by pressing CTRL+ALT+SHIFT+D in the game.

    Do you get stuck like this exactly? Does this happen, when you jump up from the lower right floor-part? Does this animation get stuck playing over and over again?

  • Believe me guys, it took me a hell lot of time to adjust the movement and controls to achieve this kind of fluid animation. That's the charm of the character.

    I know it is a compromise to solve it this way, but the game around it is designed according to those movements (e.g. you don't really need to turn that often, especially not quick). Surely you need to get the hang out of it first, but all test players I saw playing life, got along with it.

    Turning around can be adjusted, it is just not easy to do smooth animations for all cases. I will see, what I can do to make turns quicker.

    The second issue of space needed for jumps: yes indeed, you can not jump as far, when you are slow, as you can, when you are quicker. Acceleration is adjusted though the way, that a tiny bit of movement (less then a quarter of a tile) to a direction before your jump is long enough to get over those pits in level 2, like a quarter of a tile. Is it not normal to need to run, to accomplish longer jumps? I can adjust acceleration, but accelerating to maximum speed when jumping from standing immediately, is a bad idea too (since you don't manage to make shorter jumps anymore.)

    About the head falling off: others made it smile. Sorry, that did not happen to you.

    What do you guys suggest? How could the movement model be tweaked the way you would like it?

  • Well then, if it must run once between 0 <-> 6 value permutations too, I guess you could use sub-events and a local flag variable. Like this :

    [attachment=0:2x3kw1dt][/attachment:2x3kw1dt]

    On a second look:

    flagExecute is set to 1 once if Whatever is changed to 0 or 6, also when changing from those numbers. However, flagExecute stays the same value (1) when Whatever changes drom 0 to 6 not solving the issue completely. Also while "flagExecute = 1" is true It is triggering all events included in "flagExecute = 1" every tick.

    Simply adding a "Set flagExecute to 0" at the end of the "flagExecute" event list should round it up

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MultipleChoice

Member since 25 Oct, 2013

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