Dayvid86's Recent Forum Activity

  • Oosyrag, very interesting "tip", thank you.

    Thank you both.

    ForsakenBA I don't really understand the idea of the painting...

    I'd like to make an "open world and free" game.

    but I want the time to be the same everywhere as if there was only one scene, so I'll probably have to create a single scene...

  • 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.

  • 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)

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  • 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 :)

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Dayvid86

Member since 11 Jan, 2019

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