AnD4D's Forum Posts

  • My dream game is an RTS. Imagine Age of Empires, but each character is a person with their own personality and wants. They get hungry, happy, sad, have a family, then go off to war or on diplomatic missions. You can build cities on top of the land, or underground, and where you decide to live changes your characters. Underground they mine tunnels and get physically stronger, and better night vision, etc. On top of land they get better farm land, and perform better in the day.

    It also has RPG elements where you can design armour, shields, swords, etc, and your characters can get really good at both combat and other professions (blacksmith, baker, candlestick maker). Combat would be more realistic in the sense that they can block attacks, rather than whittle down a health bar. The more training, the better the fighter. I imagine the possibility of a single fighter with loads of training and experience going up against an army and winning.

    When you kill an enemy, you can loot their body, take their weapons and armour, and then depending on your skill you can backwards engineer the design and make it your own.

    Of course, you don't have to do an all out war. You can sneak into an enemy location, blend in with the crowd, and have your assassin take down people with stealth.

    *sigh...* One day... one day...

  • Have a condition such as a boolean called touched. So you can say if not sleeping, set touched to true. Then you can have 2 conditions that say if touched is true and object is sleeping, game over. That make sense? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Thanks Nimtrix,

    Still following a mouse though rather than keyboard, and that Diablo example is showing 16 animations and 22 lines of code with quite a bit of math that goes over my head to produce 8 directions of movement and 2 types of animations.

    It's impressive stuff, but I imagine it'll become very tricky when I come to do this with 32 directions and a dozen different animations for each one.

    I guess there's no straight forward way to hit my goal on this one then. It's a brilliant feature in the other program, and I hope something similar can be introduced into Construct 2.

    <img src="https://dl.dropbox.com/u/50465867/Construct/ArrowEditor.jpg" border="0" />

  • Thanks Nimtrix!

    Yeah, something like that (very clever by the way)! I'll need to study it a little more, but do you know of a way to have the arrow look in a direction based on movement, rather than looking at an external source? I tried adding the car behaviour to this one, and it just started rotating the sprite. Turned that off, and it didn't rotate anything at all.

    I intend to tie this in to movement with path finders, arrow based control, etc. In the example I included, the 'behaviour' movement was using the car movement. I hope to eventually have around 50+ characters moving around a layout all using this kind of 'look'.

  • Ahh, can you save the project you are working on as a single file, and then upload it to a public folder somewhere? DropBox is great. We can then see the program you are working on, and where the error is, fix it and tell you how we did it or how you should do it.

  • Capx please?

  • <img src="smileys/smiley2.gif" border="0" align="middle">

    The break animation was doing its thing, but below the grass. I added a new event that sets it to move to top of layer. It might be a good idea to set up a separate layer for breaks that is always above it.

    Here ya go

  • Hi guys,

    looking at creating a character that can walk around a layout with believable movement, meaning that I can have around 32 different angles the character can face. I'm able to do this with 4 directions changing the angle, but that required 4 different animations, and an event to go alongside each one. Doing this with 32 different directions will require 32 animations for standing, 32 more for walking, etc, etc.

    Please find the below link to download a test version I made in another program: Click here

    This took about 15 minutes to put together, and didn't require any events, but I know when I do move onto event editing, it'll turn into a real chore, so ideally I'd like to do it within C2. I've also attached the images I've used, so if anyone knows of a super easy/clever way to pull off what I show in the attached, that'd be great!

  • Can you post a capx?

  • What do you want to happen if the ship hits the planet? I can push it around until it stops. If you don't want it to ever stop, or be moved by the ship, I'd give the bullet movement a go combined with the physics. This will allow the planet to move the ship, but may result in some unusual 'crushing' behaviour.

  • Hi Rhindon, Cool Avatar!

    The set up is based on a black sprite for the background - Plain, ordinary... nothing special. The light sprites were created externally. Just a circle with a gradient edging. White fading to transparent. These sprites have an effect > Blend mode added to it. Click on the Sprite and check the list to the level. It should say "Normal" as default. Change this to "Destination out" and you're done!

    As far as I am aware, this only really works with black and white sprites, but I may be mistaken. Give it a go, and let me know if you have any issues.

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  • AnD4D - Tagged for when I get home! Awesome stuff!

  • Hi guys,

    I've updated the movement so that it is physics based, and tidied up the movement a little. It's very difficult trying to make this intelligent. At the moment, the red ship isn't set up to fight, just fly around.

    Problems so far:

    1) The red ship will activate thrusters on the side when he's turning. Problem is, one or the other is always on, as he's always rotating, however slight it might be.

    2)I can not figure out how to have the zoom show all objects on screen if I decide to add others at a later date. I can handle 2, but that's it.

    Any help or advice appreciated.

  • Yeah, I can create the movement if I control it, but m intention is to create asteroids movement but AI controlled. I also can't stop the ships leaving the layout unless I apply dampening.

  • If I press file > new, I can see the mechanics for a vertical scroller appear as a template. Do you get that?