Binkus's Forum Posts

  • thanks for replies it was the scroll to

  • starting a platform level and the screen has a constant shake

    a bit like watching your screen during and earth quake

    how do i get rid of this shake? what is causing it?

  • Great spot thank you very much!

  • thanks that does help, the container method does seem to have stopped the enemy turrets from turning though

    but not a bad fix so far thanks and fixed the basic sprites my bad set to another layer

  • Hi

    having problems:

    every 5 seconds

    I am creating an object the enemy base, this in turn spawns a turret which sits on the base

    I then pin the turret to the base and give instance variables of each others UID

    when each 5 seconds ticks by the Gun vanishes, or when the base is destroyed the turret jumps to another base

    any help would be greatly appreciated

    (also is it because i have altered scale the crude explosion sprite5 goes way off the mark?)

  • Sorry to necro this but my scroll to behaviour seems to be moving the map aswell

    so my sprite (i have changed the way it moves with custom movement) however the piece moves across the map with the scroll to behaviour but it slowly overtakes the edges or moves faster than the screen scrolls

    so as i press right it goes right but the tilemap seems to move aswell so eventually it will go off the screen

    it is the only thing with the scroll to behaviour as far as i can see

    i have looked at other movements similiar to mine and the player/sprite stays dead centre screen?

  • thanks this put me on the right track

    Set X to tilemap.x -32 for right

    cheers

    braindeath hit me hard today

  • I am having a bit of a thick moment here

    I have a tilemap set up at 32x 32

    when i press the right arrow i am asking my sprite to move x +32

    it seems to be jumping +64 pixels and moving along the screen to the right aswell rather than set dead centre

    so i press right he moves +32 and the back ground moves another 32 it seems

    what i really want to happen is he moves +32 pixels and remains in the centre of the screen, so effectively the map is moving underneath him

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  • you could import from json and there are plugins for converting csv to arrays..

    I would recommend filling large arrays from external files instead of manually code every entry..

    CSV to Array

    Many thanks for that link think it might be something i use. Thanks for reply

    Yeah, to my knowledge there is no such editor. You'd practically have to build your own into the event sheet (not a serious suggestion). I hope you don't have large arrays to manage! Yikes!

    Yes unfortunately the road i have gone down seems to be vast amounts of arrays and referencing. Thanks for reply

  • Howdy can someone confirm there is no array editor

    for example i have a x21, y21 array which is 441 values

    there is no easy way to enter this data other than

    Set value at (0,0) to "name of thing"

    Set value at (0,1) to 2

    dont suppose there is a nice grid like view i am missing which i can bas away into?

    did a bit of reading over forum but mostly old topics and the odd promise to build something

  • Actually think i have cracked it

    using 'for each' and conditions + boolean on villain instance variable move true/false

    also 'function' in there helped move or fight for very basic AI thanks for reply and if you have a better way i would be massively grateful still

  • https://www.scirra.com/tutorials/307/ar ... -beginners

    https://www.scirra.com/tutorials/670/ze ... e-easy-way

    I know this isnt the answer bud, but i found this array tutorial pretty awesome

    also the inventory one is damn good hope it helps until someone can offer an alternative

  • Is the villan a sprite, or a tile on the tilemap ? I might be able to bang something out if I know which

    howdy

    the villains are sprites moving on a tilemap (they are the same sprite duplicated a random number amount) they have a number of action points by what type of mob they are in this instance they have 2

    at the moment i have the player move then it ends turn but my villains either shoot a large distance across the map of stand there like trees

  • Usually i can work things out over time

    my problem

    I have a sprite called Villain - this sprite is repeated a few times over a map randomly placed

    when it comes to the bad guy turn (turn based game) i am trying to get the Villains to move closer to the player

    it is a tilemap style movement so i am shifting him 32 pixels

    however i have tried for each Villain in so many ways to get them to judge the x or y and i just cannot get them to do anything like 'if' x is greater than player.x then villain.x -32 etc

    each move takes 1 action point from the villain which is another complication i am really struggling with, any help would be massively appreciated

  • do you already know how to use "lerp" for the movement itself?

    For moving 1 tile on the x-axis, you only have to move the sprite by 32x1 pixels.

    Example 1: sprite1.x = sprite1.x+(32)

    For moving 2 tiles on the x-axis, you only have to move the sprite by 32x2 pixels.

    Example 2: sprite1.x = sprite1.x+(32*2)

    thanks after just testing some things this is really useful

    then i found snapx on tilemap manual stuff and answered my own random placement question

    you sir have just answered my movement problem many thanks, very straightforward