Dayvid86's Recent Forum Activity

  • Thanks ForsakenBA for your idea, I can see the gist of it but I don't totally understand it.

    There's still a question hanging in the air but I think the answer is YES.

    When I go from one scene to another, time stops, doesn't it?

  • And although the camera follows the player if he moves, if he doesn't it doesn't matter.

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  • Thank you for your reply.

    Well yes, but it's far too complicated to do it this way, that's why I wanted to make a single scene, the whole world would be in this scene, map, house, dungeon, etc, all of it.

    But I'm sure the game won't stand for it, and will go ballistic! ^^'

  • Why doesn't it work when I move the character with 8 directions (keyboard)?

    when the character moves with the mouse with pathfinding, it's ok, but not when I move him with 8 direction (keyboard)

  • how can i make it so that for example there are 2 scenes.

    - on the first there are two hens, every 2 seconds they move in a random direction, they reproduce (+1) every (between 5 and 10 seconds), the new hen also moves in a random direction.

    On the second there are two sheep, every 3 seconds they move in a random direction, they reproduce (+1) every (between 10 and 20 seconds), the new sheep also moves in a random direction.

    this is just an example of how to make a scene where time passes everywhere in the same way.

  • Thank you for your reply but could you please answer my questions ?

  • Hello,

    When I go from one scene to another, time stops, doesn't it?

    How can I make sure that time is the same everywhere?

    For example, to make a "free open world" game, because if I have to make just one scene, it's going to be huge, and that might not be the best solution!

    How can I ensure that time passes at the same time on all scenes?

  • I wanted to edit a Noeux value:

    Error report information

    Type: unhandled rejection

    Reason: Error: expected HTML element TypeError: expected HTML element at Q.Ea (https://editor.construct.net/r370/main.js:1052:340) at window.tO.qvb (https://editor.construct.net/r370/projectResources.js:1807:116) at Yib (https://editor.construct.net/r370/components/editors/flowchartView/flowchartView.js:2:498)

    Stack: TypeError: expected HTML element at Q.Ea (https://editor.construct.net/r370/main.js:1052:340) at window.tO.qvb (https://editor.construct.net/r370/projectResources.js:1807:116) at Yib (https://editor.construct.net/r370/components/editors/flowchartView/flowchartView.js:2:498)

    Construct version: r370

    URL: editor.construct.net/r370

    Date: Tue Dec 05 2023 18:36:38 GMT+0100 (heure normale d’Europe centrale)

    Uptime: 439.5 s

    Platform information

    Product: Construct 3 r370 (beta)

    Browser: Chrome 119.0.6045.200

    Browser engine: Chromium

    Context: browser

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 12

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/119.0.0.0 Safari/537.36

    Language setting: fr-FR

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 3070 (0x00002484) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_provoking_vertex

    Tagged:

  • Thank you very much for your help, I had to reread several times to understand what you meant, now it works, here's how I did it:

  • Hi, I have a lot of trouble with events!

    I can't even do something that seems so simple:

    Every 1 second, take a random object, see if there's room around it (a square around it) and if so, change its color to indicate that it's been selected:

    - Change its color to red to indicate that it's been selected, wait 1 second, deselect the selected object and give it back its normal color, then create a new object on an empty square around it.

    And so on.

    Be careful, as long as the object has not been created, no other object will be selected, it's a block, the actions must be executed before re-selecting an object among those present and recreating one, I hope I've been clear enough.

    Here's my game that doesn't work:

    drive.google.com/file/d/1hUTzfw-zvhiGky-in-yq6w8n713YOlMy/view

  • Your example is interesting but quite complicated and does not meet my expectations, I thank you all the same :)

  • Well? No answer ?

    And why are my 2 conditions with the green squares not met? a bug ?

    - when a path is found = ok if not clicked on a red square

    - green square "arrived" is visible = *

    - green square "arrived" is on screen = *

    * = If I click just between the spaces between the red squares, the green square will be destroyed, so both conditions will be false, yet the condition is met, there are blue squares that appear to show the path then the yellow square moves to it, it should not normally do so !

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Dayvid86

Member since 11 Jan, 2019

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