mOOnpunk's Recent Forum Activity

  • 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.

  • Next problem is getting the minions to dig the rooms and build stuff.

    For now i paint on dig commands which will tell the minions the tiles i want digging out.

    My approach to the actual digging is first using a fast tilemap 'flood fill' to get all the tiles the minion has access to so i know a pathfinding test will always return true.

    https://www.dropbox.com/s/dhdt28lutjsz8f3/fungeonKeeperFloodTest.mp4?raw=1

    Then i can generate a list of tiles next to the ones i want digging out thats reachable. Of those i order the list by those with direct line of sight and nearest, then those without line of sight, perhaps in another connecting room.

    The work order list is simple, the minion will always do the closest task. In order to re-task them you pick them up (which cancels their current job) and drop them near the job you want them to do. They then pick the closest again and do the job until complete and move to the next one.

    Here is the next step.

    https://www.dropbox.com/s/79ty7x7tyetmltw/fungeonKeeperDigging1.mp4?raw=1

    Next i'll code the actual digging and a drag and drop of minions.

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  • Join me as i attempt to rediscover some of the magic of my youth by recreating one of my most loved childhood games...Dungeon Keeper (in 2d).

    I will document my adventures here.

    Problem number 1, auto tiling a tilemap, including shadows. I use the bitwise method.

    https://www.dropbox.com/s/n03hhz8m3k6cuh7/fungeonKeeper1.mp4?raw=1

    I also did screen 'drag and scroll' and zooming, and tested a minion moving around with the inbuilt pathfinding.

    https://www.dropbox.com/s/sk6jg5v5ed8abr5/fungeonKeeperPathTest.mp4?raw=1

  • Ashley would it be possible to have the spacing data field of the sprite font object support .fnt file as well as .json? This seems to be the standard format.

    I want to convert text fonts to bitmaps for use with spritefont object, there are a number of apps that do it but they all output the spacing data to .fnt. along with the sprite sheet file.

    There is something about converting .fnt to .json on GitHub but i dont understand it.

    https://www.npmjs.com/package/bmfont2json

    https://github.com/mattdesl/bmfont2json

    I know there is the nice sprite font generator written by blackhornet but its windows only and i'm on mac.

    https://www.construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038

    Or better yet it would be great if you just load a font into the spritefont object and c3 converts it for you.

    Theres linked to some code that does it: http://www.codehead.co.uk/cbfg/

  • Dictionary keys are strings.

    If dictionary key = str(tileX)&"-"&str(tileY)&"-"&"Tree" do whatever should work.

    If you were storing the tileXY in variables then make sure they are strings and you do - set variable mytileX to str(tileX). Although i think construct should convert a int to string in a string variable automatically.

  • You can't have else in a subevent because for the subevent to trigger the top event must return true, which would be a contradiction of the else statement.

  • Search isn't working. No matter what i type i get a 404 "ah nuts we could find that".

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mOOnpunk

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