bad_wolf's Forum Posts

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  • Hi Joeb12,

    The example I give you here originate 3 years ago and was suggested by Dop2000. I only modified it a little. Here is the screen capture of the code I modified:

    Just place a "Text" object on your layout and name it "txtClock".

    I hope this helps.

    Chris

  • Hi all,

    Based on the experience of my own thinking, it seems that how much a person thinks "out-of-the-box" is determining the limitations of C3. This probably sounds strange, but often comes true.

    In the past weeks, I regularly got stuck and looked for hours to get unstuck. My first reaction was to blame a bug or limit in C3. In the second look at the problem, I started to see where I could be wrong or misunderstood something.

    On all occasions, even the one I was convinced it was a bug in C3, finally, it was my own limited thinking or lack of knowledge (sometimes I like to run before I can walk) which was to blame.

    In my opinion, whatever environment you use, your own creativity combined with the level of abstract thinking determines the limitations of any development platform.

    Unesteemed the way we develop (Procedural, OOP or visual like C3), what we do is a "craft" and an "art". Not the tool (C3 or anything else) but the person behind the tool is responsible for the final result.

    I do agree, C3 has its limitations, but it is up to us to use those limitations to make great games. In my case, this is a real challenge because I cannot use C3 as often as I wish. Nevertheless, even with very limited time, you create something wonderful in the end when you pursue your goals!

    Happy "game-creation" in C3!

  • When announcing Animate, the blog mentioned that this could be used also for animated objects for course creation.

    On that subject, can Animate do the same as CreateStudio can do?

  • Hi Lionz,

    Thank you for your help, which solved my problem completely.

    Have a lovely weekend!

    Chris

  • Hi Lionz,

    Thank you for your reply.

    I will try to share the project here with the following link:

    drive.google.com/file/d/1cOuRLUAnWId1lSV26sEzc31U4PiZZz-Q/view

    I have no idea why the player is behaving so strangely in L2. Even when I use:

    strPlayer Set X to 0 or to 2 or to 5, no value has any effect.

    Before I posted I searched Youtube, this forum, and the Internet but I could not find any information. Your help is much appreciated.

    Chris

  • Hi All,

    It seems I run into a lot of problems lately with my labyrinth game. So I do apologize for bothering this helpful community again.

    I have two layouts named "L1" and "L2". I also have a global player (sprPlayer) and an "exit" sprite (sprExit) with an instance variable "strDestiny".

    In "L1" the value of sprExit.strDestiny is "L2". So on collision with sprPlayer, the "L2" layout is shown and the player should wait in the opening on the left.

    sprPlayer has the "Tilemovement" behaviour and the grid is 48x48.

    The problem is that once layout "L2" is visible, the player moves without any keypress to the far right of the layout. This is wrong because he needs to wait in the opening at the left until the player presses one of the arrow keys.

    I created a movie of the wrong behaviour of my game together with screen captures at the end of the event sheets and sprExit and sprPlayer properties. Here is the link where you can watch the video:

    drive.google.com/file/d/1Qqbk8J9x-CxVE2V7g9vofBhvZKzTSLmA/view

    Please, can you tell me what is wrong and how I can correct it?

    Thank you so much for your help which I do appreciate.

    Kind Regards,

    Chris

  • Hello Dop2000,

    Thank you so much for your reply and question.

    The Image point was at x 0 / y 48. This was the cause of my problems. I put it now on x 0 / y 0 and I get the values I am expecting.

    You surely made my day today!

    Your input is appreciated.

    Chris

  • Hi All,

    Please, take a look at the following screen capture:

    Those circular blue sprites are the edge of the layout. The green player is at the top-left corner of the layout. There is no grid offset.

    Now my question: How is it possible that the X - Y position is different?

    Given the position of the player in the screen capture, should the tilemovement location, shown in the middle, not be 1 - 1 or 2 - 2?

    Any idea what the problem is and how to solve it?

    Thank you so much for your help which I do appreciate.

    Chris

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  • Hi all,

    I am rethinking the structure of the game. Instead of having one big layout which contains 120 rooms, I am planning to create 120 layouts. Each layout contains one room.

    To switch rooms, I use one invisible sprite and an instance variable which contain the name of the layout switching to.

    It seems more difficult than I originally expected. When I write this in code, it will be much easier to accomplish.

    Chris

  • Hi all,

    I looked at the two example projects suggested above, but neither one does what I intend to do.

    On the exit of my room, I have a sprite "sprExit00_00_00", where the first two "00" stands for the room number, the second two for the X position number and the last two for the Y position number. This sprite is invisible.

    I add an event to that sprite:

    sprExit_00_00_00

    On collision with sprPlayer

    Action:

    -> System: Set scroll X to cintStartPosX_Laby01+cintViewPortShift_X

    The viewport is 768 pixels wide, and the value of cintViewPortShift_X is 1152.

    I do not understand why the viewport shift is 1152 instead of 768 which is the actual width of the viewport and layout.

    I have about 120 rooms in my game, with at least 2 exits but also 4 are possible. So I will have more than 300 sprites in my layouts, which handle the transition process of the room.

    Also, when the player is in one room, he is not allowed to see the next room until he goes through the openings.

    Despite the fact those exit sprites work, I think this is not a good way of doing this.

    Please, can you give me some advice or a method of how I can switch rooms without giving the next room away until the player touched the invisible exit sprite?

    Thank you so much for your help which is appreciated.

    Chris

  • Thank you so much, really appreciate it!

  • Hi Frederiksthlm,

    Thank you for your reply.

    Please, can you give me the name of that example project? I searched for it but could not find it.

    Chris

  • Hi Diego,

    Thank you for your reply. I could not open your link yet, because this computer does not allow me.

    However, what you described is what I want. When the player goes through the opening, then the next full room comes into view (the former one is no longer visible). A new room always has to be a surprise for the first time user.

    Your input is much appreciated.

    Chris

  • Hi again,

    Just a quick update.

    I experimented with adding the "Scroll to" behaviour to my player sprite. This moves the room into view when I move my player sprite.

    However, the new room has to be shown when the player sprite just steps outside the border of one room into the new room.

    At this moment, I do not know how to accomplish that.

    Somebody, any idea?

    Chris