mOOnpunk's Recent Forum Activity

  • I believe it means if you make over $5000 on a game you need to purchase the business licence.

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  • Yes you can, but if you make over a certain amount ($5000) you need to upgrade to the business licence.

  • There are examples of weighted probability on the forums if you do a search.

    The very simplest form is something like

    int(choose(1,1,1,1,1,1,2,2,2,2,2,3,3,3,3,4,4,4,5,5,6))

  • Getting better and better thanks.

  • Sometimes actions and conditions are not accessible depending on your event.

  • wow stunning, great work.

  • Thanks for the encouraging comments!

    I've now added the ability to pick up and drop minions. A single click to pickup and again to drop, holding down shift allows you to pick up more than one.

    Shadow needs a bit of work.

    Next i'll add slapping them to speed up work.

  • Really cool. Can something like this be achieved with this effect?

    https://twitter.com/jmw327/status/1058881134849863682

  • Are you a registered company of just a team of guys making a game in your spare time? How big is your project?

    Perhaps it makes more financial sense for each of your team to buy a personal license then when your project nears completion and you are ready to release upgrade to the business license if you become a company.

  • You can't really unless you store them as tokens in a string. eg "1,2" then use tokenat() to get them and int() to turn them back into values.

  • I added a finite state machine system to the imps to control their behaviour states, its simple for now but can be easily expanded on later for things like building and combat etc. It also make bug hunting easier as it gives some idea what state is causing any issues, although its been surprising bug free so far.

    So the imps current states allow them to check for any dig jobs and carry them out, when there are none they go idle for now.

    Tiles being dug out now also record how many imps have picked them to dig. I used this as an extra picking parameter so imps spread themselves out and dont all go for the same tile, with the exception of if a corridor is being dug then they will help each other.

    So the job picking order is now > tiles in reach > tiles in los > closest tile > tile with least imps digging it else tiles not in los > closest tile > tile with least imps digging it.

    There is a bug in R123.2 los behaviour so at the moment imps see all dig orders they can reach which throws off their picking order, but that should work in the next c3 update.

    Next challenges are giving tiles being dug health so they dont get dugout instantly, being able to pick up and drop imps, being able to slap imps to make them work faster.

  • Hey, from what i recall Dungeon Keepers ai was heavily scripted with the enemy bases pre built and triggers setting off events.

    I always thought of DK as more of an RTS then a base builder, i'm not yet certain how closely i will end up following DKs design, almost certainly i'll be adding my own stuff in, so i'm not so sure about the ai yet. I agree though, theres no part of DK, outside of 3d, that c3 can't handle.

    I've had to pause development for a moment as i discovered a bug in the LOS behaviour thats now been fixed for the next c3 update.

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mOOnpunk

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Member since 29 Mar, 2017

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