jobel's Recent Forum Activity

  • Thanks for those! some good ideas! the map generator is nicely done, much better than my attempt. But needing to know bordering states is probably my biggest issue right now.

    Another idea would be to nix the roads and just use a text variable with a comma separated like of the uids of the neighbor countries. It's a lot more tedious to set up though. Could be simpler by making an in game tool to help do it.

    I like this idea, but I'm thinking of having about 20 maps. I want to dynamically figure out neighboring territories. Also my idea is to have friendly neighboring territories add to your defense (of the territories being attacked). So I will need some sort of function that I can keep calling to identify counts of bordering territories.

    Because I am having 20 maps I don't know if I should the actual territory objects should be made up of "tiles" and then bordered somehow. That way I don't need to hand make (26 to 48 * 20) sprites! Then there's the issue of identifying the shape of a territory.

    Lots to consider!

  • hi I'm looking to do a turn-based game like Risk...selecting territories needing to know bordering and adjacent "tiles" and possibly a map generator.

    just wondering if anyone has done it or worked a similar process. I searched forums and didn't find much.

    I was thinking of setting up a grid system of numbers and number all the tiles, then flag all the ones that makeup a specific territory. Then I would need to give each territory a number. But then it would have to be setup so I knew which territories were adjacent.

    Like:

    0 10 20 30 40

    1 11 21 31 41

    2 12 22 32 42

    3 13 23 33 43

    When territory 11 attacks you could check the territory they are attacking to see if it adjacent.

    if (atk_terr > (att_terr - 11) AND < (att_terr + 11))

    *although I would have to compensate for being in the first or the last column which is fine.

    I could maybe fill a giant tilemap with squares and make the shapes of the territories but it probably wouldn't look the best.

    Anyone else have ideas? Thanks!

  • is there a way to change the color of the tab for Event Sheets and Layouts? I notice when you open them they are assigned a random color. Is there a way to pick a specific color?

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  • I teach a college elective course called Interactive Game Design using C3 and UE4. The students are mainly art students and definitely not programmers.

    They take very well to Construct (and less to UE4). I usually start out the semester with 2 weeks of BASIC programming (repl.it) and we make text based games. But the biggest challenge besides picking is the actual game loop which is why I start them with learning old-school loops in BASIC so we have a common frame of reference for what is happening in the game engine. A lot of my students are animation students so they understand frames per sec so that's also another way to explain it.

    But wrapping their heads around triggers (green arrow Events) opposed to something like: System Event: Health <= 0 ---- they have a hard time grasping this will run 60 times per second.

    The first few projects I only use behaviors and little Event usage. Then I get a little more advanced with variables and basic AI. The other major hurdle is teaching them "flags" or booleans. I don't even touch arrays unless the student is more advanced. UI stuff I also keep VERY basic as that can become some of the most difficult things to code...

    A lot of students go on to make really interesting games and I think they get a lot from the class because they've been able to produce something they are proud of.

  • It's the same idea, yes - you need a user input event to unmute audio. However the difference is Construct automatically unmutes audio for you at the first opportunity. So you might not need a "click to start" preloader, unless you want to avoid sounds being cut off prior to the first input.

    NW.js won't ever implement this - they've already turned off user input requirements, e.g. you can request fullscreen at any time in NW.js, whereas the browser requires an input event.

    good to know, thanks!

  • FWIW Google just announced that they will revert the autoplay change... and then reinstate it in October. This is totally bananas because it will just repeat the same problem, but later. Still, you have more time to re-publish content now.

    So will the new standard be like Browser>RequestFullscreen? (requiring a user interaction). So we should always have "CLICK TO START" at the beginning of our games? Will NWjs eventually implement this as well?

  • by models you mean sprite animations?

  • Hello!

    1. "On the version of Canvas + 2.1.0 everything works correctly! Use Cocoon version: 2.1.0 on this versin work!"

    2. "I change to using cocoon version:2.1.0 it’s ok for my project. If using cocoon version:2.2.0–> sound is silent after 2 minutes play game or change to layout. Project export by construct 2 r250"

    3. "i can confirm no audio also in cocoon version:2.2.0"

    how do you use different versions of cocoon? I don't see that option anywhere.. I'm using Canvas+ and for plugins it just says "latest" I can't change it to a different version.

    EDIT: found it! it's in SETTINGS first line: "Cocoon Version" and yes that fixed the problem! So definitely a problem with 2.2.0! the bad part is the developer working on it can't reproduce the problem so therefore is not doing anything about it. I only get 2 project slots so I can't really make a test for him.

  • having same issue. I used Cordova>Cocoon IO for Android in December 2017 for this same project. Everything was fine. The only issue I had was a strange audio bug that would mangle the audio. but the work around was to have "silence.ogg" play Every 1 second. This worked perfectly even if strange.

    I made a few minor updates to my game, I recompiled on CocoonIO when I play the game after about 2 mins the audio shuts of completely. It never comes back. Used Construct r259 Cordova>Android>Canvas+

    EDIT:

    I also have a piece of code that runs On Audio Finished, and that code never runs and the game is stuck. So it's not like the game is just silent but still playing audio, somehow the audio Events/Action are not being executed.

  • Hi,

    In my game iam using the health bar ,it will subtract 20 from health for every 0.5 sec

    when it is decreasing it should decrease smoothly but it is not working smoothly after decreasing health bar showing like a sudden stop for a sec

    can u please tell me how to fix heathbar for smooth movement

    make your health bar a TiledBackground and give it an instance variable and set it to the full width of your sprite.

    then Every Tick (or whenever you change health) Set the width of the healthbar to:

    CurrentHealth / (Healthbar.Fullwidth * MaxHealth)

  • tried Cordova exports with C2 into export manager I get.....

    "Build Failed. TypeError: Path must be a string. Received undefined."

    that's all I get is this simple little notification window. No other info.

    can anyone help?

  • saw this is an old post but this is how you do it a simpler way

    for 2 decimals places: round(x * 100) / 100

    for 3 decimal places: round(x * 1000) / 1000

    etc..

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jobel

Member since 27 Jul, 2013

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