CactusJock's Forum Posts

  • 12 posts
  • Hello,

    My game included a level creator, and my aim is for players to be able to create and submit levels, as well as browse other user created levels to play.

    The game is grid based and levels are relatively simple, so can be easily defined by and recreated from a short string.

    My question is what would be the best way to implement networking for this?

    My 2 ideas are currently:

    1. Use a websockets server. Players can send requests or level submissions via websockets, which is picked up by my client and return a response.

    2. Use the integrated multiplayer plugin and have users join a room hosted by me, and communicate level requests though that via host messages.

    Does anyone know the advantages/disadvantages of each option, or have an alternative that is more suitable?

    Thanks in advance,

  • Hi folks,

    Appreciate any suggestions anyone has. I'm at a stage where i have ~150 levels/layouts for my simple puzzle game, and i'm starting to put effort into the visuals. I've achieved an aesthetic i like using the alpha clamp effect on one of my object layers, and I want to apply it to each "GameObject" Layer on each layout.

    Is there a way i can do this without manually adding effect layers to each layout manually? I can see there are events to enable / disable layer effects that are already present, but can't see a way to add new effects via the event sheet.

    (I could add the effect to the objects directly, not the layer, however i'd rather add it to the layer directly for performance reasons)

    Thanks in advance!

  • Hey mOOnpunk,

    Really nice idea with the scrolling, will give that a try if it starts to chug with too many sprites.

    Best of luck with your project

  • Hey Newt,

    Thanks for replying.

    That would make setting up the world, and probably editing it relatively easy, but i'm not sure how i'd then go about making sure that players/AI behave correctly as they move up/down "slopes"

  • Hi all,

    If anyone has any idea whether this would be achievable in Construct, i'd appreciate some advice.

    I'm looking to start a project which involves an isometric world view a-la rollercoaster tycoon 1/2 or transport tycoon, where the player can adjust the height of the tiles in the world. Is this possible?

    The only direction I can think of going in is using an array, saving height levels to it, and then setting sprites dependant on height and height of adjacent tiles to get slopes, but i'm not sure whether that would work.

    I'm also not sure whether construct would be able to run a world like this smoothly, where the level might be up to 256x256 tiles, with each one having a separate sprite and scenery on top on them. Does anyone have experience working with big levels like this?

  • Hi both,

    Thanks for your replies.

    I'm trying to make a space shooter where you can design your own ship in a Hex grid format. The reason for the faff above, is that when pieces of the ships hull are destroyed leaving two intact pieces, I want the piece not connected to the Cockpit to drift away and be destroyed itself.

    I was hoping to achieve this through pinning each Hex to their adjacent Hex's, however as you pointed out Robot, an object can only be pinned to one other object.....

    So to achieve this effect, I guess I'm going to have to go down the rabbit hole a bit... I'm thinking Pathfinding may be a good place to start? I.E:

    Hull created --> Pin to Cockpit

    When Hull is Destroyed

    - For each Hull, Pathfind to Cockpit via Hull pieces.

    - Path not Found --> Unpin Hull --> Destroy animation etc...

    Does this sound like a sensible place to start? My concern with this approach is that with big ships, its going to be a very intensive process. I.E up to 100 pathfinding checks each time a piece of hull is destroyed

  • Glad to hear it

    Haha, not that I know of.

    Good luck with the platformer!

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  • Hey Fred,

    This could be because you're causing it to toggle between your rolling animation, and your walking animation.

    Try adding "Down arrow is down" on your walking animation, and then toggle it to invert, this may work

    Jay

  • Hey all,

    Would appreciate any advice anyone has on this problem, been trying to fix it for a few hours now to no avail.

    So, I've got a series of shaded Hexagons, which are all the same object, and are stacked edge to edge in the 2D plane, as shown below.

    After these are spawned, which is done procedurally through data in an Array, I want to Pin each Hexagon to their adjacent Hexagons.

    I have a function to do this, which is shown below.

    This function seems to do sod all however, and I've tried many variants, none of which seem to work. I've created a second family for the Object, so that the "For Each" loop doesn't single out one Hexagon for each overlap check, however other than that i'm out of ideas.

    Does anyone know where I might be going wrong?

    I need the Hexagons to be pinned to their adjacent Hexagons so that when some are destroyed leaving two separated blocks, they now behave as separate collected objects

  • So I'm building a game where the player can drag and drop ship components onto a grid to design their own ship, but I'm having trouble running a check to make sure that all the components are connected as a single ship.

    Currently I've got a check to see if each ship component is overlapping with another ship component offset in each direction by the size of the grid, which works for finding stray cells of the grid which are filled, but doesn't for two groups which are not connected.

    Anyone have any ideas as to how I can check if all the filled cells of the grid are joined as one?

  • Ah fantastic, works a charm. Thank you!

  • Hi guys, hoping there's someone who has some ideas on how to help me with this.

    I'm building a game where the player can drag and drop ship components onto a grid to design their own ship, however I'm having trouble making progress with 2 aspects.

    When the player drops a component on a cell of the grid where a component is already placed, how can I make it so that the original component is destroyed?

    I've tried this via:

    [Ship Family] "is object over lapping" [Ship Family] --> Destroy [Ship Family]

    on the release of the drag and drop, however this doesn't seem to do anything.

    I've also tried:

    If [Ship Family].X = [Ship Family].X

    and [Ship Family].Y = [Ship Family].Y

    then destroy [Ship Family]

    However of course, this just destroys all objects in the family.

    Would I be able to achieve this through the "Pick nearest" event, and say if nearest is <X then destroy? I've no experience using this event so i'm not sure how to go about this.

  • 12 posts