CloudDealer's Forum Posts

  • theoretically, this is impossible. construct may have a '3D' engine built in, but its a 'false 3D' which would be impossible to set up with VR. (Especially if you wanted to interact with objects using for ex. gloves/hands) if you have any ideas, feel free to prove me wrong.

    tl:dr: it's unfortunately not possible yet.

  • > also DANG!!! YOU JOINED IN 2013??? damn ur a old user of this site

    teleport based on the x & y position of the player

    if player is at 0,0 on teleporter A

    move player to teleporter B at that same position.

    this is all theoretical, so you'll probably have to do the math yourself

    if you wanted to do it the "cheat-y" and definitely horribly optimized way, you could just make multiple teleporters on one layout, and then multiple on the other layout

  • also DANG!!! YOU JOINED IN 2013??? damn ur a old user of this site

    teleport based on the x & y position of the player

    if player is at 0,0 on teleporter A

    move player to teleporter B at that same position.

    this is all theoretical, so you'll probably have to do the math yourself

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  • I already tried that previously, It doesn't seem to work.

  • Took a look at both, I dont think these algorithms/methods will work with how my game is set up visually. I apologize for not originally providing a visual. The walls are all tilemaps, and I'd like each room to have its own individual designs & random item spawns etc. Would there be a way to do this/is there any examples or tutorials on how to do this?

  • It currently has a Z Ordering thing set up.

  • Or even have rooms auto generate based on multiple templates.. Similar to a roguelike.

  • Is there a way to optimize this so it'll run at the same speed for every computer?

  • I SHOULD'VE THOUGHT OF THAT! Thank you!! <3

  • > So, my intention is to have the head sprite locked on to one of the little circles. Each circle will have a new head when you play through each chapter of the game. This little revolving menu is how you'll select your party members. Each head will resemble a party member. I've added a little overlapping sprite, and when it overlaps with the head & circle, it'll choose what party member based on a variable/string within the head.

    The code which i assume is important in this situation is

    + System: Layer "REVOLVER" is visible

    ----+ revolverpiece: Pick nearest to (REVOLVEHEAD1.X, REVOLVEHEAD1.Y)

    -----> REVOLVEHEAD1: Set position to (revolverpiece.X, revolverpiece.Y)

    The issue is that the head sprite doesn't properly connect to the circle sprite. It's off in the corner, although it still follows the movement of the rotation. It, just not in the place it's supposed to be.

  • So, my intention is to have the head sprite locked on to one of the little circles. Each circle will have a new head when you play through each chapter of the game. This little revolving menu is how you'll select your party members. Each head will resemble a party member. I've added a little overlapping sprite, and when it overlaps with the head & circle, it'll choose what party member based on a variable/string within the head.

    The code which i assume is important in this situation is

    + System: Layer "REVOLVER" is visible

    ----+ revolverpiece: Pick nearest to (REVOLVEHEAD1.X, REVOLVEHEAD1.Y)

    -----> REVOLVEHEAD1: Set position to (revolverpiece.X, revolverpiece.Y)

  • So, my intention is to have the head sprite locked on to one of the little circles. Each circle will have a new head when you play through each chapter of the game. This little revolving menu is how you'll select your party members. Each head will resemble a party member. I've added a little overlapping sprite, and when it overlaps with the head & circle, it'll choose what party member based on a variable/string within the head.

  • The project is private and extremely large, so here's the code. This is the *only* code related to the revolving menu.

  • I believe UIDs change at runtime depending on the amount and order of objects. So instead of writing UID 521, which could be anything, write Sprite.UID (replace sprite with the name of the object you're trying to pin it to)

    It does this, I haven't been able to figure it out. I've been looking through forum posts, I can't seem to find a solution.

  • It doesn't seem to work- I can't figure this out