winkr7's Recent Forum Activity

  • Mouse.x(layer)

    mouse.y(layer)

    Return the position of the mouse cursor in layer co-ordinates, with scrolling, scaling and rotation taken in to account for the given layer. The layer can be identified either by a string of its name or its zero-based index, e.g. Mouse.X("HUD").

    Did you make sure you got the right mouse coords? Are you parralaxing or zooming or scrolling?

    also note my notation for x, y is not the same as yours, your x is my dist, your y is my theta. I made this notation change because x,y is commonly a coordinate and it is consistent with C3 notation.

  • x=yourloc.x+dist*cos(theta) y=yourloc.y+dist*sin(theta)

    dist=2048

    theta=angle(yourloc.x,yourloc.y,mouse.x,mouse.y)

  • I played.

    No heavy metal band is always a good sign.

    yours

    winkr7

  • Its just a quibble point about topology. You are doing fine work. The wrap around in both x and y, where going around and around leads you back to the same spot (but a unique spot--ie not all going through the north pole) is the topology of a doughnut, not a sphere.

    Anyway, I would like to see some rivers as hex sides, or a closest hex function (I don't care about the topology it is fine).

    good work

    yours

    winkr7

    PS

    To make your work more useful you need a family, call it something like--hexPathable. If a sprite is in this family then you can do the calculations. As it is, you are using a single sprite, called unit and referring to things like unit.x. You want to make unit a member of a family and refer to things like hexPathable.x.

    just a suggestion

  • "lvl"&4 is the character string "lvl4". You are doing a size <= type comparison with a character string. While this might work for some character strings it isn't standard practice.

    Since I don't understand this part of your code, I don't feel qualified to answer, but I simply point it out as questionable.

    yours

    winkr7

  • Hello;

    As we know, planets have a spherical shape. You can continuously move in any direction and never reach the edge of map.

    It doesn't matter, but the topology of the map you created with this wrap-around in x and y is a torus, not a sphere. In a sphere if you move north from any point you will come to the same point sooner or later (the north pole). A torus makes for an easier game surface anyway so good choice.

    yours

    winkr7

  • I think you want to look at effects for this. There are a large number of standard effects you can mix and match to change the whole deck.

    yours

    winkr7

  • Put your global variables in a dictionary and save the dictionary. You are probably better off accessing global variables through function calls to a dictionary since it won't cloud up the global space.

    Just a suggestion.

    yours

    winkr7

  • Hello;

    One in three times, when I go to the community chat boards all the posts show as being 7 years ago. Indeed, they all seem to be from 7 years ago. This started about three weeks ago. If I hit refresh the problem seems to persist. But if I come back an hour later everything is okay again.

    I find this problem on my several different windows machines.

    thanks for your time

    yours

    winkr7

    Tagged:

  • This is very good work. I would like to see rivers as hex-side terrain. These hex-sides could also be walls or doors in a dungeon setting. Also, If i pick three or more hexes (these could be the locations of enemies or treasure or whatever) could you add a find closest function? IE, if there are 4 enemies find the closest one, or if there are 3 places that are adjacent to two enemies find the closest one. IE, the user selects a set of hexes and then the function finds the closest hex to the unit.

    Great work.

    yours

    winkr7

  • Great. I look forward to this.

    yours

    winkr7

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  • After looking more closely I was wondering how you could assign a movement cost to each hex? Like swamp takes two counts of move vs one for open areas.

    It is a very good start.

    yours

    winkr7

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winkr7

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