oOScuByOo's Recent Forum Activity

  • Hello,

    I have a big problem for loading my game ...

    This is the problem :

    I have create an open world with really big size, so when i'm starting the game it need to load this world size, so it's take time ... Between 5 and 10 seconds ( depend of the PC performance .

    For make it "transparent" for the player i have decided to make a Loader Layout wich display picture like Name of game with percentage bar ... So the problem is when i start the game it correctly launch the Loader layout instantly but the percentage bar set it's completly load and you can clik anywhere for go to the next layout ... This is cool and what i need ... But the problem is when the player click for go to the next layout it's load it and you have to wait the 5 ~ 10 seconds ... So i think the loader layout load only the First Layout but no all other ...

    I would like to know if there is a way for load this big world like in some game when you launch a new game a Screen appear with a picture and a loading bar like

    If someone have an idea thank you ! =)

    ( Edit : Forget to say i'm using Node-WebKit plateform )

  • ( Global or local variable can also be object variable )

    Add Variable Charge set to 0

    Add Variable Damage set to 2

    ( Event for the "Charging" effect )

    Event :

    If Charge = 0 ----> Damage = 2

    If Charge = 1 ----> Damage = 3

    If Charge = 2 ----> Damage = 4

    If Charge = 3 ----> Damage = 5

    ( Event for set the maximum charge of the Weapon )

    Event :

    Evry tick --->

    Charge = ( Max Charge for exemple 3 seconds ) 3 ----> Set Charge to 3

    ( Event who define how many time you charge your weapon )

    Event :

    Evry 1 seconds ---->

    On mouse button is down ---> add 1 to Charge

    ( Wepon event )

    On Mouse button released ----> Spawn Bullet

    -----> Set Charge to 0

    ( Ennemy Side )

    Event :

    On bullet overlapping ennemy ----> Destroy Bullet

    -----> Substract Damage to Ennemy.Life

    Hope it's what you need ! =)

  • Or you can also add a blank sprite and make the event : On start of layout/On zombie Kill ---> Create/Spawn object from (Sprite ("imagepoint" ) or origin ).

  • Hello Stain, one ofmy best friend hehe ^^' ...

    ( *Sorry for the time just looking the reply =s ... )

    Can you explain me how to set up the Position relative please =s ... ( Don't know how to do it XD )

    So when i say "Give the player the possibility to adapt the Game Window to is own Window"?, i mean it :

    Create an Option Window where the player can choose some options like Window Size : 800x600, 1280x720, 1600x900, etc ... An other option for set the Window in FullScreen mode etc ...

    When i have see your method by using Viewport, i have understand what you explain but don't really know how to perform it hehe ^^' ... But i think this cn be the solution of my problem =)

  • Little Bump.

  • Hello community,

    After read some exemple and Tut's i have no others solutions than ask you if someone can help me ...

    This is the problem :

    I've create all my game with a Window Size for the project of 900x600 ( This work good )

    • One Layer named "UI" with the propriety Scale Rate : 100, Parallax : 100,100 ( In the "UI" layout and ) Scale Rate : 100, Parallax : 0,0 ( In "Game" layout )
    • One Layer named "Game" with the propriety Scale Rate : 100, Parallax : 100,100 ( In "UI" and "Game" Layout )

    This work perfectly ...

    Now i'm trying to give the player the possibility to adapt the Game Window to is own Window, for exemple 1920x1080 ...

    So for this i have add : On start of Layout --> Set FullScreen Scaling to low quality/Set canvas size to 1920x1080 ... ( Just for test and after make an option panel ... but when it work hehe ^^ )

    And this work BUT change all the Layout size héhé ... So as i say all my game was based on a 900x600 Window Screen and now i see all what is in the margin of "UI" Layout and the layout was in the center of the screen =s ...

    So i've try to add Anchor but i can't really add anchor for all my UI because i have a lot of things XD ... Then the Objects in the Margins Are here too, and for finish when i zoom the UI zoom too XD ...

    So i hope some one can help me =)

    Thank you.

  • Only One thing to say ... Perfect a big thanks to you Aphrodite, another beer to pay ^^

  • Hello people,

    Today i'm looking for make an objective Marker.

    This Marker will have the function to indicate the position of the Mission Objectives in the Game's Window by turning all around the Window. ( Hope you see what i mean XD )

    So befor posting i've try to make it by using the Anchor Behavior and set the Parrallax to 0,0 the problem was when i set the Marker ( Sprite1 ) position to the Objective ( Sprite2 ) position the Marker ( Sprite1 ) don't appear on the sreen ... Then i have also try with the Anchor and Parrallax set to 100,100, but with this one the Marker ( Sprite1 ) stay on the Objectives ( Sprites2 ) position and only the Angle was modify ...

    Hope some Hero can help me ^^

    Thank you =)

  • Thank you Dutoit and Stain,

    I have modify the method of Stain and try with your method Dutoit, the two works fines, now i have to make it work for the second feature, i think i have to modify the code, because i use particle on the second feature and position them on the object X and Y so i have to find a way for make when player activate the action ON that's create the particle on the Activated Object and only him ... Then the other if he activate them ...

    Thanks Bro =)

  • Hello poeple,

    Today i'm looking for something specific on Instance variable.

    I have create an Object ( We will name it Door ) with two Instance variables : ID_ and On ( ID_ Can have multiple Value and On can only have 0 or 1 )

    Then what i looking for is :

    When i create a new object ( Door ) on the layer i would like to set his ID_ variable to a new one than the previous one, for exemple :

    If i have one object ( Door ) on the layer with the ID_0, when i create a new object ( Door ) on the Layer i would like his ID_ was different than the previous one ( ID_1 ) and this evry time i create a new object ( Door ) on the layer. ( ID_2, ID_3, ID_4, etc... )

    This is the first thing i need, so now the second.

    If i interact with this object ( Door ) i have add an action for set the On variable to 1, then if i have multiple object when i interact with one it will set all the object ( Door ) to 1, but i want to set this variable only to the object ( Door ) i interact with.

    Hope someone have the solution.

    Thank you =D

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  • No problem this is the prototype =)

    Ok found the way to do what i want =)

    The solution was to change the range on enter in LOS =)

    Thank you poeple =)

  • Ok add some parameters and then more target the problem ...

    So this is my action system :

    On ObjectA have ObjectB in LOS >> ObjectA move Along path ( I don't will detail the PathFinding action here it's working well ^^, the problem don't come from the path i think XD )

    So the problem is the ObjectA "Load the path ( It's hard to sy it but he "move" along the path without moving XD ... If you prefer i have add n action that's load and animation when ObjectA is moving along Path and when the ObjectB enter in his LOS the animation Start so i think the ObjectA is moving along the path but don't really MOVE )

    But when the ObjectB is leaving the LOS "Area" the ObjectA now really move to the point X,Y.

    I hope it's not hard to understand hehe ^^

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oOScuByOo

Member since 11 Mar, 2014

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