EpicRaid's Recent Forum Activity

  • Hey, I was wondering if it's possible to space characters for standard fonts like Arial, Times New Roman etc? I couldn't find the action anywhere nor in the properties window of a selected Text object.

    Kinda surprised it isn't there, am I overlooking it?

  • Thanks! Took your advice and converted the events to a function. It works perfectly now. :)

  • Hey dop2000 I got a bit stuck at this part, was hoping you could assist me once more?

    html5games.info/images/3.jpg

    html5games.info/images/4.jpg

    The problem is, that even when the sprite House its 'MediumHouse' animation is playing, it still uses the StartValue from 'Trailer' at line 40, instead of that of MediumHouse.

    I suspect it might have to do something with line 38, if I disable the part 'On Created' it does use the proper StartValue from MediumHouse if that animation is playing. But then the Arrows visually start switching between frame 1 and 2 really fast, and the value of House, regardless of its animation, always goes down, never up.

    Also, if I set the initial animation of 'House' sprite to 'Default' (which are empty frames), the House values always start at 0. Maybe it'll help to know that?

    Thanks!

  • Thanks!! With a bit of fiddling I was able to use different tweens. My code is probably a bit too cumbersome, but I got it to work thanks to your example.

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  • Visuals:

    [image]https://html5games.info/images/1.jpg[/image]

    [image]https://html5games.info/images/2.jpg[/image]

    When I run the game, I notice the value 'xx K' above the Houses keeps increasing, infinitely.

    I've tried various things. Even tried Functions, but Functions only run once, and they mean it!

    I basically want every House that is spawned, to run an event, where it first chooses if the price goes up or down after it's spawned (the 'Wait 2 seconds' delay is just for testing). When the MaxValueIncrease becomes 0, it should stop the increase of the StartValue.

    I was also trying to exponentially increase the rate (seconds) that the value goes up or down. So basically, in the beginning it should increase faster and exponentially slow down.

    I thought I had it going until I got bogged down with this problem and had to strip it from the code to debug.

    You'd think this should work but it doesn;t!

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  • Bleed That's friggin' amazing.

    How much time did it cost you to make this one? imgur.com/fETYJMk

    It's so incredibly detailed, it's hard for me to believe you made it, since you know, most of us here are DIY graphics makers here.

    Your artwork could easily be used in games like Age of Empires, your art's got even more detail than the art in that series!

    Kinda inspires me to make a Fallout 1/2 'clone', after I saw the isometric games on the company you work for at the moment.

    Is the art showcased on your site basically your 'style' or can you also create more 'cartoony', colorful assets?

    Anyway, compliments!

  • Creating an explorable life like city is extremely time consuming. I have no doubts that the 'Vehicle Switching' template took dozens of hours to complete. I've taken a few shots at creating a city myself, it's not easy, you need to think about and create the city's..;

    * Layout; roads wide and narrow, which areas; residential, commercial, industrial etc and then put down the specific building shapes!

    * Textures for the buildings, streets, graphics and animations for the vehicles and pedestrians, the list goes on!

    * Traffic management; traffic lights, create a continuous flow of vehicles and pedestrians to make it feel world like

    * And if you make it this far then you've only completed the city itself! You will still need to think of a theme, a storyline and code, write and create the missions, and create a system for money, weapons, enemies the list goes on...

    This will take many months if not a year or more if you want something expansive and quality. I mean it's doable, but you'd best team up or have a lot of patience and persistence.

  • Not sure if this is helpful, but this plugin came to mind (assuming you meant 3d model):

    kindeyegames.itch.io/c3-3dobject-alpha

    Of course, I'm also hoping there will be 'official' support for something like this soon. :)

  • dop2000 Thanks. In hindsight I could've thought of it myself, but the learning is the most important thing.

    One thing though; I am not able to specifically test a boolean to false. There's only 'Is boolean instance variable set' and if I use that then it doesn't work. When I use a instance variable number (0 and 1), it does work. Was there something I'm missing? It's value box wasn't ticked so it should be initially false.

    mikehive That could work, but not if you had for example different enemies shooting at eachother with different hit power. Turret 1 does 30 damage to enemy, where enemy health = 100. At one point it will be -20 and the event won't run correctly because it was never exactly at 0.

  • Hiya,

    GeorgeZaharia Yes I tried removing the trigger once, but then of course it'll repeat the actions forever, especially the audio and that's not desirable. I tried adding;

    For each Enemy

    Enemy Health =< 0

    Actions..

    However then the audio loops forever in a really unpleasant way.

    dop2000 You're right! The only way I managed to 'solve' it was to destroy the enemy once Health is =<, but that causes its own issues for example you can't keep it's state for a 'corpse' frame on the position where it died.

    Well I guess I learned something new, but how else would I approach this? I'd prefer to keep using the Health 'system' as it's a much easier way to calculate/subtract hitpoints. But I'd love to hear how it's normally done?

    I've used it a lot like this because I don't know of any other way to force an event to trigger only once per enemy. What's the alternative?

  • Hiya,

    I'm using 3D objects as enemies. What I use is this:

    I'm not sure if I'm overlooking something simple but it's driving me crazy.

    Whenever I kill the first enemy, everything's working as expected. However, whenever I shoot the second enemy, which is a copy-paste (again, it's a 3D object) of the first enemy, it just won't execute the code at line 12.

    In the debug preview, the health of the second enemy just goes more into the minus every time it's hit by 50.

    Is it the trigger once that's causing it? I used to think putting it as a subevent would trigger it only once for that event, instead of 'forever'.

    Tagged:

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EpicRaid

Member since 13 Feb, 2015

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