Casaubon's Recent Forum Activity

  • Thx very much Newt for the idea I was struggling for the same reason as Lunarovich, my sprites "sometimes" wouldn´t get mirrored when using pathfinding.movingAngle with some angle value conditions.

    Added some "for each" to update the movement status for my sprites and replaced your first section with simply

    sprite.X > sprite.Pathfinding.NodeXAt(collBox_breedling.Pathfinding.CurrentNode) // Action: Sprite set Mirrored

    now they always face the right direction

  • has a very "shadowrun returns" like atmo. great job!

  • Oh what a shame, I should´ve searched the tuts more thoroughly.

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  • Hi - probably this is simple - I just don´t get it right... Let me please explain the setting:

    There is ~ 200 Sprite Objects (grey4) and a function is called when the game level is reached. I want this function to iterate through all grey4 sprites and move another sprite (cursor) on top from one to the next during every single count iteration and play a short sound, then add 1 to high score if the sprites instance variable "Damage" is 0. Simple.

    What I achieved in my code is that all the objects are counted and added to the score all in one go and the sound plays just once. Not exactly what I wanted, I want the function to move the cursor from sprite to sprite and play the sound during every loopindex iteration. I don´t want it to happen in a tick so to speak. Maybe the signal condition outside the function cannot be accessed from within the loop?

    Here´s the code:

  • very helpful Magistross, solves the same problem for me! thank you both

  • Any store items page I want to access won´t load for me. is it just me?

    this error message is generated regardless, if I try with FF or Chrome:

    https://docs.google.com/file/d/0B6NfLUc ... hXbG8/edit

  • awesome news, hope it�s not a hoax

  • Very interesting thread, working on a chess like multiplayer game in C2 and might be one of your customers. I hope this project of yours is still alive.

  • hello fellow TBS fans, I am doing what Whiteclaws suggested a few weeks ago and I am building my own game since then. I was part of a modding group that made a client for weewar.com in 2011 and was responsible for the pixelart graphics btw, so I think my interests are very similar to Nasturtium�s taste in strategy games. Since there was comments about the current lack of quality in TBS titles I suggest to check out Panzercorps by Slitherine, it is the best actual title on the market. Also keep an eye out for Xenonauts, a true crowdfunded remake of the old and unmatched XCOM games soon to be released.

    regarding whiteclaw�s suggestion of making your own game rather than contributing to someone else�s project, here is my personal experiences so far:

    At this point I must say there is always some hassle as one needs to figure out how things are done with the graphical interface in C2, and even if you are a bit familiar with scripting languages (like actionscript in my case) you get stuck on a regular basis. In my case its mostly the order or scope of events, why is there no data passed from somewhere else, why is the order of events working in this case and not in the other, why is the array here not populated yet and somewhere else it is and stuff like that. I spend hours of reading tutorials, forums entries, the manual, still sometimes you cant get further and are dependent on pro help in the forums as the last way out. That is mainly because code for TBS games is more complex than lets say for a jump&run game. The C2 community is very helpfull though, I�d suggest if you encounter problems to isolate the thing not working in a separate capx file, people are usually more willing to help if the code sheet is short and cleansed from things that work and have nothing to do with the problem.

    My biggest hindrance usually is that I want too many features in my game and become inpatient when I can�t get past one essential point for days and start making graphics instead of dealing with the joyless bug hunting part. I often lost interest in going on. Surprisingly if one gets back to work, one can figure out & solve the problem sometime in minutes or just try something new and solve it by accident.

    I wish the best luck with your efforts, we definitely need some working TBS made by C2!

  • I guees if I�m using pixelart I don�t want the screen to autoscale, is it probable that my game set to a window size of 768 x 792 will stay framed as is on a tablet? (I dont own any such device)

  • Schoening thank you very much for the hint with "for each (ordered)" !!

  • oh wow great stuff, there is lots of new things to lean from your version here, it so freaking CLEAN! great is also the idea with the identical & consistent animationframe numbers for circles & corners.

    what I want to achieve as final result is a map generator with

    smooth transitions for circles next to each other making them look connected.

    I had an older capx version of this where it "almost" worked but I need a more generic solution like yours:

    <img src="https://www.dropbox.com/s/e94qzq6416w0v3s/maptiles.jpg" border="0" />

    So my next endevour is to check what colors are the circles not only nearest but also above, below, next to each other etc. and then dependent on those conditions to assign colors to the particular corner. I�ll try :)

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Casaubon

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