Cassianno's Forum Posts

  • > Just have 1 invisible box. On collision go to 'next layout'.

    >

    I do that in a way. I have one invisible box with a variable. The variable is the name of the layout, so I use go to invisiblebox.variable layout.

    Once again, that is not the problem. The problem is I will end up having way too many layouts, one for reach room. Like I said my problem is not layout switching, is keeping it efficient.

    Hello there,

    If i understood correctly, your main concern would to have for example, 50 "maps" on your game, so meaning 50 layouts (at least), right? Well, i just tought one thing you could do: have a couple layouts big enough to "comport"/"can contain" (cant find a word in english) smaller maps.

    For example, having a window of 500,500 and one layout of 2000,2000 you could easily have 4 independent maps full window sized. You'd need to just spawn your player on the correct map on the layout, and ofc having some walls between the maps making the player unable to walk by.

    If you played Tibia or any other top-down game like this you'll probably understand what i mean. If not: in Tibia you can go to the sewer, under the town. Dependending on the entrance you use, you'll get to one are or another, and can even see the other areas when on the sewer.

    Edit: as your game is sidescrolling (im considering you have a goal on the edge of the layout), one example would be: window size 500,500, map layout 2000, 500, ok? Then if you have 3 maps you can put then one on top of each other having a final size of 2000,1500 for example, or even greater/lesser width.

  • What means is that your variable will be the bar's width.

    See? You wont be "adding to" directly to the progress bar. The bar is just a sprite/image; instead, it'll have a width which you'll be increasing its value by "5" whenever its needed.

  • Here's a couple screens from another prototype of mine, this time for a procedurally generated dungeon crawler.

    <img src="https://pbs.twimg.com/media/BdqiiAACYAA3PU-.jpg:large" border="0" />

    <img src="https://pbs.twimg.com/media/Bdvyr9-CAAIvUyV.jpg:large" border="0" />

    Sanches Nice effects!

    Procedurally generated? With this perspective?

    Sick! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Hello Tamaira!

    Nice art, really enjoyed it!

    Can you please send me the info you sent to krish?

    Thanks in advance.

  • Gougth

    I am glad you like it. No, I am really bad designer ;)

    Here is some more:

    <img src="http://shv.home.pl/ss2.jpg" border="0" />

    Awesome art!

    Keep it up!

  • the message is more then 1 year old

  • Within buttons, you can't use Mouse > left click on button... Instead of this, remove this condition and Add> Button > On clicked.

    It will work :)

    To edit your post, just click on the wrench (Post OPtions) and choose Edit post.

  • Yes, they're stored "indexed" by the server the application is running on.

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  • Thnks for the advice Prinsu!

    I'll download the tools once i'm at home =P

  • Plague, what kind of game do you think?

    I'm thinking about something using ajax: posting/getting every player action to/from server, so comparing previous values could perform the other player's action.

  • Look for Spriter.

    I think it's a tool made by someone on this community, as i've found it on some1's signature...

    Also, why not use inkscape, fireworks, ps and such?

  • Grid and rulers for the win!

  • Oh i see...

    And about forcing the loop, did you tried something like

    Every tick

    • set <tag> to looping

    ?

  • Technically, it's more performatic to make two events with both conditions, because you won't be setting/resetting some attribute over and over to the same object.