scidave's Forum Posts

  • I don't like the ball behavior. Perhaps the latest build (which I haven't updated to yet) fixes the problem but it has always been buggy.

    That being said your problem is that your situation is more complex that just bouncing off a wall. If the player gets really close to the wall you have a potential where the enemy will have to overlap the wall in order to approach the player. You will also run into situation where the enemy will fly past the wall as well.

    That's why the custom movement/path movement behavior is better for stuff like this. If you don't choose to go with that then you have to add more complex conditions to make sure the enemy is never overlapping the wall.

    This seems to be pretty stable:

    http://www.box.net/shared/ztv5kcehnj

  • It seems to work fine for me. Are you doing something different than this .cap?

    http://www.box.net/shared/ztv5kcehnj

  • try adding a "on step" condition combined with a condition that checks if the enemy is overlapping a wall. If so then the action would be to reverse the speed.

    Edit: Looks like "On step" is not necessary. A simple check if overlapping (or colliding) and then setting the rotation towards the player will work. and yes it does override the solid attribute.

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  • Using Rojohound's path movement behavior would be one possible way to do it.

  • Looking good Minor! The first one looks like a platformer version of the rouge game. When do we get to play it?

  • Try out the tutorial first. It shows you how to do animations! It shouldn't be too hard to then apply that to your problem. If you still have questions at that point then feel free to ask more detailed questions.

  • So I thought the same type of concept might work for double-pressing a single button, and figured maybe I was just missing something to make it work this tme. But if that's not possible in this specific instance then I have no problem just sticking with a Global variable.

    The difference in the double pressing case is you need to keep state. Before you could just check if two buttons were pressed. You need something to keep state and a global or private variable are the easiest ways. There is no good reason not to use them as this is the type of thing they should be used for.

  • It doesn't matter. Animations are animations.

  • so we still can't do a 8-16 players games?

    You are confusing two separate things here. You can make a thousand player game if you have the bandwidth and computing power. There is no inherent set limit on the number of players in PodSixNet. The example game in the tutorial is a 2-10 player and could easily be a 20 player just by changing 1 line of code. There may be some limit with Construct itself, but I have yet to run into one.

    I was referring to if someone made a network plugin they would need to add sprite indexing. It is unrelated to Python.

    only small games like chess, monopoly, pong, etc?

    You can make them as big as performance/bandwidth allows.

  • If any more info's needed let me know.

    Alot more info is needed!

    1. Will the NPC's be "active" on different layouts even though that layout may not have the current focus? For example, you leave a layout and move to a new area but when you return the NPC has traveled around and not where you last saw it.

    2. What does manage mean? Do you need to know NPC stats all the time in all layouts?

  • Nice work! Added a link to the wiki. Looking forward to seeing the completed series.

  • Also some thread that would contain cool examples of making different things and maybe answers to most FAQs as caps.

    That's a fantastic idea. You could start this type of thread off, post a few examples, and get users to post their .caps! I know many would find it helpful.

    I think the one who makes the video should use much more demos than in this version... Why do people have to post their demos on that thread?

    Just like GMG said, people need to ask permission before using someone else's work. MJ asked everyone to post their examples and .caps and for the most part nobody did! There are a bunch of demos I would have liked to have seen (like the Blue demo where you draw clouds in the sky), but nobody posted. Be thankful because I doubt we would ever have a promo video if MJ (and team) hadn't done such awesome work.

    I think Quazi does have a valid point in that he did post in the thread yet only a few seconds of time were giving to the many examples he posted. It seems like most of his work was left off the video which is unfortunate. Same for the other examples posted in that thread. While I would have liked to have see more screen time given to the ones that were posted in the thread this is after all MJ's teams work and they get some flexibility when designing this.

  • Get rid of the 'Every 1 milliseconds" conditions.

  • I just know that some people really enjoyed the difficulty level, and they would be bothered if I changed it.

    Definitely, don't change the difficulty level. I enjoyed it as well. I have gotten the big resource piles in the harder areas, but once you get them once (and most of the big resources don't auto-gen) my point is that is much easier to then just grind on the easy levels. So I'm kinda saying the opposite of what you think, it is too easy to get resources in a way (from the easy levels).

    It's a great game overall so it is just a suggestion, take it as you will!