artheads's Forum Posts

  • You could use the Q3D plugins with it to make actual 3D walls. I was toying with the idea of procedurally-generated levels, and this might be just the ticket!

    Oh thanks, but I believe that there is a more simple method

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  • Hi!

    I've started to build my first roguelike mini-game, guided by well-known tutorial on Scirra: https://goo.gl/7Xyfbt

    But I met some issues listed below:

    1. I have implemented a "Fake 3D" look of "wall" tiles that doesn't overlap the next tile below itself. It works inside the dungeon, but for some reasons it doesn't works for those tiles that borders with exactly same tiles that surrounds dungeon. I've broken my head of it already. Screenshot: http://imgur.com/a/QmBU4

    2. Are there any possible ways to improve the look of "wall" tiles, to surraund the dungeon edges by "border-tiles" and make it more like walls on screenshot attached? How to check that it is a "border-tile" for the left / right / top / bottom wall and set a neccessary animation frame? Screenshot: http://imgur.com/a/bIja3

    3. The dungeon can't be generated when the layout is restarted after destoying of the player. Instead of new random dungeon I receives the whole screen tiled by walls and the "room" objects. Screenshot: http://imgur.com/a/ziAuj

    Also here is the .CAPX: https://goo.gl/vOk3uM

    Any advice - I will appreciate much!

  • Hi

    Hi, thanks for the great plugin first of all!

    Is there anyway to get a fake "3D-look" of walls?

  • This plugin works nicely. I just tried making an isometric dungeon by putting down an object for every wall, door, and floor in the appropriate isometric position, and it turned out great.

    Hi, can you please explain, how did you use the plugin to create isometric map? What I need to do to achieve same result exactly?

  • And ok, we can generate objects using Z-depth and size increasing, but what we can do with a textured floor moving in front of us?

  • Basically I would simulate a Z depth for every object with an instance variable that starts at 0 (farthest away) and gradually increases. This Z would be used as a multiplier for size so it looks like objects get bigger as they get closer to you, as well as a modifier for position. It would also be used to set conditions for collisions, such as if the player and object are around the same depth.

    Sorry I don't have an example or actual numbers, the math is beyond me to put together quickly.

    Thanks, yes I have similar thoughts about it.

    Anyway it would be great if someone can share any sketches devoted to this theme.

  • Yes, possible, but the math involved could be quite difficult.

    Thanks for reply, but maybe you can put in more details?

  • Is it possible to make on C2 such thing like the city in this game https:// chiptune.itch.io/zepton ?

  • Yes, it is possible to set ad bar on export from C2. But I looking for overlapping (overlay) solution - similar to Admob ads in app.

  • Any ways to do it? Or may be there are other ad networks which works with hosted HTML5 games built with Construct 2?

  • Nice to hear

  • Hi, it's easy. Take a look at my example:

  • Hi there, I've used many times "Touch Gamma Orientation" for the player controls in my games with portrait orientation, but I got problems in game with landscape orientation. Is there any solution for that?

  • Make the enemy also have the solid behavior and you can jump off or bounce off them.

    Thanks mate, it works like a charm now!