Headbang Games's Recent Forum Activity

  • Hi ,

    I don't agree with you, Scirra hasn't messed with a lot of stuff yet, not because it's not realistic, but because they didn't get to it yet, we see improvements and new features all the time, like the recently added multiplayer plugin, or the tilemap before that, or the pathfiniding and turrets before that, these were all realistic and required features that were done manually or with 3rd party plugin until officially integrated into construct and i am sure that a lot of these 3rd party plugins eventually pushed Scirra to cover that area themselves.

    That being said, i don't think anyone here is aiming to make construct a full 3D engine, but a 2.5D engine is certainly plausible and can take the engine another big step forward.

    Think about the possibilities of rendering objects in 3d instead of animation sprites, you have all the angles and unlimited number of animations without costing more memory usage or storage space.

  • Here is one way to do it.

    First i recommend you'll use 1 object for the text, just move it around, takes less memory.

    Secondly I recommend that you switch to sprite font if you don't want to run into troubles in the future.

    [attachment=0:2aoscxn2][/attachment:2aoscxn2]

  • I found that a dictionary is the best way to store and manage an inventory.

    I have a sprite object with one animation and a frame for each inventory item.

    when i want to add a new item to the inventory i add a key to the dictionary with the items name and the value is the animation frame for that object.

    then i have a function that shows the inventory, I create a new item for each key on the dictionary set the name value to the key name and the animation frame to the key's value.

    I don't keep any state of the item, if it changes (combine or what not) i just delete the old key and create a new one instead.

  • Why not, i am making an adventure game and i got a main character, i don't want to have a different instance of it on each layout and i don't want to create manually on every layout, it make sense to make it a global object and you can't make an adventure game without pathfinding and i never made a game without at least 6 layouts

    But again just to make it clear for Ashley , this bugs also happens when i call stop and the object is NOT global and without switching layouts.

  • Here you go, i had this problem too and almost cracked my head over it, the problem is that flood fill can not work with non integer numbers, so add int() to your X and Y values and also using "red" as a color won't work, you need to give the color code or use rgb.

    [attachment=0:34d1nr3c][/attachment:34d1nr3c]

  • ...and a sacred work it is!

    God speed and god bless!

  • Well i check it and it doesn't reset to zero on stop even if the object is not global, besides as i said before this also happens without switching layouts.

    I just added this.s=0 to the stop function on the runtime and it fixed the problem and also as you suggested the expression does reset back to 0, so for now i am covered, thanks.

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  • Ok i can messure it with the expression instead.

    But i still think its bug...

  • You can see it in the capx

  • The official speed condition of the path finiding behavior.

  • Ashley is there any reason why you are not setting the speed to 0 when calling the stop function?

  • ok so i looked in the plugin and basically i need another stop action that also does this.s = 0;

    but i don't want to modify the official plugin on my own.

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Headbang Games

Member since 5 Dec, 2012

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