winkr7's Forum Posts

  • hello;

    You want to use the moveto behavior based on the pathfinding behavior. You can find the distance between each waypoint and add it up and create a waypoint for that turns end. I do this here in this game:

    construct.net/en/free-online-games/rpg-mage-dog-26512/play

    The manual explains it pretty well (see here below).

    This is an alternative to the Pathfinding behavior's Move along path action. It only works with a Pathfinding behavior on the same object, and like the Pathfinding action can only be used after On path found triggers. The 'Move To' behavior uses a different algorithm for moving along waypoints, and this action lets you use its approach instead of the built-in Pathfinding movement.

    yours

    winkr7

  • I did not expect timers to be this complex :V

    and you are an old timer too.

  • I use 2 monitors with Construct! You can right-click pretty much any window and click "pop out" or something, then you can drag it to a different window.

    This is very handy. I didn't know about ALT preview either.

    thanks.

    yours

    winkr7

  • jup I brought this up before and wrote a suggestion to turn timers into true triggers.

    It's not only bad for perf it also leads to the weird case where -> on timer triggers with multiple instances picked. (this lead to c3 user actually adding for each to every trigger as they stopped trusting triggers altogether, leading to even worse performance xD)

    This held me back for some time--timer complete might generate multiple instances picked. Because it happened rarely it was hard to track down as a problem. Now I just for each on almost everything to be on the safe side since I am never really sure when I just have one instance.

    yours

    winkr7

  • me too.

  • Check to make sure the origin point is near the middle of your sprites.

    That is how I would start.

    yours

    winkr7

  • I sleep all day, and pretty much always have. I am the laziest person at a software firm and I manage to hide from job cuts by making lists of things to do and then checking them off when they get done. The most important thing on my list are easy short fixes, because everyone thinks I will probably do it. But if I did, then I would have one less thing on my list, and I need lots of things on it.

    I probably do know how to program, but after sleeping all day I never get to it. I probably do want new scripting stuff for C3 but I am too lazy to do anything more than event sheets and layout sheets. I am hoping that if I spend my time trying to make a good game rather than trying to satisfy my hunger for neat code I will be able to patch something together that people will be willing to play if I don't charge them.

    But I change my mind so often and start over I never get anything finished so C3 as is is perfect for me. I envy computer talk, and I know how to make long lists of good things to do that sound difficult but what I really want is something where I have a ghost of a chance of finishing something someone might want to play.

    your

    humble servent

    winkr7

  • I mentioned RPG maker because it comes with immediately usable graphics--The Battle For Wesnoth-- does the same thing. You kind of program it in WML which is just wesnoth markup language but mostly you get lots and lots of 2.5 fully fleshed out little animation guys complete with default sword swipes and spells. You can get somebody really interested really fast with something that looks that good right away. Better than our default pig asset (not to knock the Scirra pig -- well, not too much).

    Do I really want a demo with 3d dice and a pig for my first shot at an rpg in construct?

    If you look at the library of 2.5D over at wesnoth you quickly see that it matters as much as the fact you don't have to be able to program.

    yours

    winkr7

  • Is it possible you are creating multiple dialogues and only seeing the top of the stack? The debugger might show that kind of thing? That is what I would check for next.

    yours

    winkr7

  • Is dialogue a global variable right? You set it to 1 after the first call, is it getting checked somewhere? Show all your uses of that variable, that is where I would look first.

    yours

    winkr7

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  • I like the god rays one. It would nice with a few optional sparkles in it. Can you make one similar to god rays but more of a star trek directional tractor beam?

    Your work is great.

    yours

    winkr7

  • Biim;

    The main point about RPG maker is their users don't ever finish any games and put them on Steam. They might fantasize about making a living writing games but they pay for a platform that doesn't require programming and has a very poor success rate at making you a game published star.

    yours

    winkr7

  • Scirra isn't going to steal users away from Unity and Godot easily -- but they can get the RPG maker community easily. There are very few RPG maker based games out there and yet they have a great many users who only ask for a non programming environment -- with with with ... a decent set of starter graphics and sounds.

    If you say your strength is to make games without having to program then spending lots of time on tweaks to the JS script is a poor use of time compared to getting people who want to make games without programming with some packaged assets and solid expandable examples that do the dungeon crawl or space opera.

    It would take a month, some portraits and some tiles.

    yours

    winkr7

  • Good work.

    yours

    winkr7

  • You will want a a function for this. You probably want to tween all the layer opacities to zero. You will need a solid background (like black). When that tween is complete change to the new layout.

    yours

    winkr7