aridale's Forum Posts

  • i cant think of any other way to do it. the only other thing to do would be have textures for each upper and lower wall combination but that doesnt take distance between the two into account

  • Im very tryin to figure out how to show walls behind other walls for things like half high walls and windows etc so far the only thing I can get to work is separatin the special walls from the other walls then rendering both sets but it KILLS performance makin it pretty much unplayable with any number of slices that looks decent

    Any one got any ideas about how it could be done? I can post an example of how Im doin it currently if anyone wants to lag thru it to see what I mean lol

  • Id love a mysql plugin as well. Be sooooo much easier than tryin to figure out how to set up a server to talk to sql then ajax in c2 to talk to the server

  • you can also snap the zooming with ctrl+shift+mousewheel. I use it all the time

  • yeah up = negative direction down = positive. Left = neg Right = pos

  • The absolute best way to learn what arrays do and how to use em is to open up some kinda spreadsheet and start setting values. Each cell on the spreadsheet relates exactly to a location in the array.

    A 1d array = a spreadsheet with just 1 column but however many rows you want

    a 2d array = a spreadsheet with 2 columns and however many rows.

    a 3d array = a spreadsheet with 3 columns and however many rows.

    It really is that simple. Try to work with an array in c2 and at the same time have a spreadsheet open and use the spreadsheet to input your values you want in your array then you can use the exact locations of the cells to know where that value should be in your array

  • theres also a behavior called "Scroll To" you can just add to the object

  • well since its a platformer game why not make the player input the answer by jumpin on the platform with the right answer? or jump on a 10 platform twice and a 1 platform 4 times to get 24?

    Or you could always just take the simple approach and make a text input box appear and they type it

  • I dont think its so much the angles as it is the number of slices. I think you noticed in your 3rd example that 1 pixel slices are way too much overhead. I use 2 in both my examples and with 4 it runs at 60+ fps the problem is then the wall slices are wide enough you start seeing the jagged sides on angles

  • oh nice that version is well done too! amazing!

  • Thanks again R0J0hound! I figured out that 2nd example and updated my demo in the creations folder. I like the 2nd example a lot. Using lines to create the walls was a great idea

  • yeah I figured it out. Bout to edit the first post for the new demo version

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  • yeah I think Ive about got it figured out just have to do some more tinkering heh

  • wow the first example I figured out pretty quickly... this 2nd one tho... man I have no clue lol

  • it doesnt look like youve set the initial size of the array so adding to it or tryin to access it does nothing its always gonna be 0

    For your first question after you get it to draw the next card then youd remove that card from the array