AnD4D's Forum Posts

  • You could use "pick closest", and compare distance() using a function and variable filtering.

    Thanks for your message, but that is what I've already done in the capx I posted a link to.

    It doesn't help in regard to the 'flow' effect I'm looking for.

  • Think of it as water slowly pooling out from where you initially select. I only used line of sight to ensure it doesn't 'flow' through walls.

  • I'm having a bit of trouble with this code.

    Object Selection

    I want to be able to click on a sprite, and have the closest X number of similar sprites selected as well.

    In my example CAPX, I have a grid which is divided by a wall. On the left is a textbox that will allow you to alter a number. Note that when you click on a sprite, the closest X other objects that the initial selection can "see" will be selected.

    This is great if you want to do a grid based 'fog of war' type of game, but I literally just want to do it with selection. I have the wall in place because I want to select the objects within one 'room' before selecting objects in the next, rather than it just spreading out in an area around the initial selection.

    As it stands, if the initial selection can't see the next room, none of the sprites in that room will be selected, no matter how high the X number selection is.

    Does anyone know of a clever way to achieve this?

    Going to be cheeky and tag in R0J0hound on this one, seeing as I was helped a lot the last time

  • Ah, of course. The second loopindex effectively resets the loop back down to zero. Silly mistake to make.

    Thank you very much!

  • R0J0hound That's some brilliant code there. I especially like the little bounce. I do, however, note that it's quite a large number of events. I understand you don't like to use plugins, but I use them if it means fewer events. The more events I have, the greater the chance that I make a mistake.

    However, I will give it a go, as it looks like it can be integrated quite easily into many projects.

    As FTL has a series of different layouts, however, I feel it may be easier to create the levels with a runtime program, and converting the sprite positions and angles.

    I therefore created the following: http://bearboxmedia.com/Temp/Clone2.capx

    BUT I don't know if I'm looking at a bug, or if there's something I'm doing wrong. When I run a function to convert the positions to an array, it'll do the first set, but not the second. When I disable the first set, the second will be added, so I think everything's correct with the code. I put in a delay in the hope that it'll fix it, as well as create a separate function for the second group, but that's not working either.

    I'm also still having problems with the positioning. I don't like the fact that I can place a wall in the middle of a floor. Also, I tried "INT" instead of "ROUND", but that also caused problems.

    Honestly, I thought this little exercise would be a lot easier than it is. Genuinely surprised, as it really does appear a lot more simple than it seems to be.

  • the prizes do not appeal to me, a dinner with Laura_D would have been better

    Creepy...

  • Sorry, figured I'd tag you into the post

    GameeApp

    Also, I should point out that I'm using Construct 2, not 3.

  • Sorry if this has already been answered. I tried to look through some of the pages here, but didn't see it answered anywhere.

    Is anyone having any luck uploading a project to the emulator? I have uploaded my game to my website:

    http://emulator.gameeapp.com/

    then pasted the link into the emulator.

    The game then loads, but ends up just showing the following:

    I thought it may have been a plugin that I had used or something, so made a new project with just one sprite and the Gamee plugin and uploaded that.

    I get the same result.

    I do note that the site says "New to Gamee? Check our Dev Portal first" but the provided link just refreshes the page, with the link URL pointing to http://emulator.gameeapp.com/index.html#

    Any ideas?

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  • > It's likely I won't be using tilemap anymore, so it won't be as easy as snap. I want to be able to create the walls at runtime, so the layout can be different, and the walls are automatically placed. It'll mean combining either normal sprites or tiled backgrounds with tilemap offset.

    >

    I would still use a Tilemap (or several). You can make them invisible and put sprites over the tiles. Use tilemaps as solid obstacles for other behaviors, for collision detection, pathfinding, LoS etc. You can create different tilemap layouts and load them from JSON string for each ship. Tilemap basically works as an array, so it will make many things easier.

    Tilemap would work quite well, but while trying to do it, I found that corridors require 2 collision polygons, as the square pixel is open on 2 sides, while closed on the other 2.

    Tilemap would allow me to store the positions quickly, but I would then likely have similar issues with doors. If I build it using sprites instead, then store the positions and have the system rebuild it from an array, I can edit the tilemap quickly without issues. Say I suddenly want a different floor colour, or my doors to change. Rather than changing the tilemap, I could just change the frame on the individual sprites. Also, FTL tracks oxygen, so giving each sprite a variable also allows me to make this easier.

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  • Why not

    X=int(mouse.x/64)*64

    Y=...

    I usually use int, but didn't think it would matter in this case. Wouldn't it still create an issue when trying to shift the snap position to either the left or right? Say I want to place a 64x64 tile, then surround it with walls, I still ideally want to work with a 64x64 snap, but shifted 32px so that I'm now working on the edges?

  • Just in case anyone stumbles across this, the place on grid code is:

    Create object

    x=round(Mouse.X/64)*64

    y=round(Mouse.Y/64)*64

    This should make it easier to produce a level editor. Manually placing walls and doors.

    *UPDATE*

    Having tested this, the above code is perfect for placing a sprite in the centre of a grid, but it's not superb for placing objects on the edges of the grid. Simply altering the code to:

    (round(Mouse.X/64)*64)-32

    puts the sprites in the correct location, but the mouse cursor is very much to the side of where you expect it to be. Of course, you can change the code so that instead of 64 it reads at 32, but that allows you to place walls in the middle of tiles as well as the edges. Very frustrating.

  • >

    > Now I just need to figure out how to set the destination to a grid, rather than the mouse X & Y. If I recall correctly, it's something like: X % 2) * 32... but I honestly don't remember. Will need to search around again.

    >

    Use TileMap expressions: SnapX, SnapY, PositionToTileX, PositionToTileY, TileToPositionX, TileToPositionY

    It's likely I won't be using tilemap anymore, so it won't be as easy as snap. I want to be able to create the walls at runtime, so the layout can be different, and the walls are automatically placed. It'll mean combining either normal sprites or tiled backgrounds with tilemap offset.

    It'll be tricky. I think I'll be able to save the positions of said items in an array so that multiple ships could be called on demand.

    I like to do things tough at the start so it'll be easier later on.