GeometriX's Forum Posts

  • Just keep trying and post your capx if you get stuck.

    This is a help forum, not a job posting. Don't expect people to simply give you their hard work for your benefit.

  • There's an excellent tutorial that covers how to do this.

  • To make your life easier, I'd suggest that you create a global variable to manage the real-time issue while you're still working on the game. This is very important to ensure you don't waste any time while developing but still use the exact same system that the player will ulimately use.

    Assume this variable is called called HarvestMultiplier. So, set your plants to be whatever harvest length you want, and then create a single event Plants(family) On creation > Set HarvestLength to Plants.HarvestLength*HarvestMultiplier. If your multiplier is set to 1, it'll be real-time. If it's set to 0.1, it'll be ten times faster than real-time. 0.01: 100 times faster, and so on.

    If you want, you can also come back to this later to adjust overall game speed from a single variable without having to manually change every plant, which will probably be a huge chore later down the line.

  • You should provide a capx so we can see what you've done. The behaviour works fine, so this is probably just a matter of you using it incorrectly.

  • The events in my example are checking to see how long the plants have been in the ground. So you can set that to be any length of time you want - even a whole day. Just adjust the harvest time to whatever it is you need and it'll work, whether you want to set it to a minute or a day or a year. Bear in mind that Unix Time is measured in milliseconds.

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  • If I plant something today and save the day/date in a variable and then play tomorrow, doesn't it load the date if tomorrow?

    I thought the idea here was to create a real-time game, right? So if the player plants all his stuff today, and comes back tomorrow, it's ready for harvesting?

    If that's not the case, and you want to create a "local" real-time experience as opposed to a persistent one, then just use the timer behaviour.

  • Nice one. I had a very cursory playthrough; lasted 2 days because I didn't realise I was dying >.<

    • Gotta start with food. Having none in the beginning means everyone's first playthrough (i.e.: when they're still figuring out the game mechanics) is more challenging than it should be.
    • It wasn't immediately obvious what I should do. I suppose that's not a bad thing with this sort of game, but perhaps a quick overview of the controls at least would be handy. For example, it didn't feel immediately obvious that I was on some sort of "overview" map of the world. Maybe that's a scale thing.
    • The card turning animations need to be at least a million times faster. They look nice but they're painfully slow.
    • It wasn't obvious that I was dying while playing the memory match game. It seems odd to me that this could happen, but it is a nice approximation of the idea of spending more time scavenging for stuff. With that said, a memory game on its own can either be completed, or not - I don't like the implication that I should only have a few tries at it before setting off if I'm not getting anywhere fast. There's a lot of guesswork in these games - especially at first - and you're basically damning the player for playing a memory game the way it's meant to be played - thoroughly.
    • This could be alleviated by providing some sort of "cheat" system for the memory game that could be attributed to improving the character's survival skills.
  • No, it'll do it in real-time, so it will hurt performance as you scale up. A good way to reduce the performance hit is to apply the effect to the entire layer, and then create layers just for the sprites you want to affect.

  • If you want a truly unique experience, I suppose everything would need to be procedural.

    Enemies, power-ups, platforms, obstacles - not just their placement but their look, shape, stats, etc. If you were to go that far, take it further with procedurally generated music and sound effects - textures even.

    You'd certainly have your work cut out for you, and I'm sure you'll need a few custom plugins to make a lot of things work. For the enemies I'm sure you could wangle something with Spriter.

  • That plugin can also display Unix time, which is a very convenient single number that measures time in milliseconds, factoring in all month lengths and everything else (except for leap seconds).

    So, whenever a player plants something, assign the current Unix time to a local variable (Plant.TimePlanted or something). Then, provided each plant is assigned another variable (Plant.HarvestLength or something) to determine how long it needs to stay in the ground, all you need to do is a simple check to see if Date.Unixtimestamp - Plant.TimePlanted > Plant.HarvestLength. If so, then it's ready for harvesting.

    Here's a little demo to show you the idea in action.

  • You can use the system condition Compare two values. Use the value Enemies.Count to count the number of enemies present in the layout and choose the appropriate actions based on the result.

  • It's funny how often this comes up. I really think the manual entry should be amended to include these details.

    If you use NW, local storage goes to the "OS:\Users\Username\AppData\Local[i]AppName\Local Storage" folder.

    I've only tested this with one game that uses local storage for a high score table, but I tested on five very different Windows-based machines and they all worked perfectly. Not once did I get a permissions popup or anything funny like that.

    Is is 100% safe to assume that it'll always work on every PC in the world? I wouldn't be able to make that claim, but I've yet to see a complaint on the forums about NW-based local storage simply not working due to anything other than mistakes by game creators themselves.

    Alternatively, there was a thread that came up recently about creating a custom file saving system, which you might want to look at if the stock options worry you.

  • I've had the same issue for ages. Always figured it was just a driver issue or something and I didn't worry about it too much since it works fine at runtime.

    Still, it's a nuisance, so if it could be fixed that'd be stellar.

  • Apologies if I'm reporting duplicate issues/suggestions here.

    • Quick reply box is missing.
    • Everyone's avatar is the same (that pink robot).
    • No purchased/1st ribbons on avatars.
    • Light-blue header for each post is incredibly distracting.
    • Sidebar (the bit with the avatar in) seems far too wide, like it's wasting space.
    • "Unread" posts are especially distracting. That thick blue line around the post is too much.
    • Surely text size can be set in the profile? I can't think of a reason to have the button always visible. Also, it's orange, which is quite distracting.

    Otherwise, I'm excited to see a major update to the forums! There have been technical issues here for ages, hopefully this'll see them all sorted out.

  • delgado, sorry, I have no idea why it's not working for you. It's a very simple example and at the very least the actual click-and-drag action should work, even if the throwing doesn't for whatever reason.