codah's Forum Posts

  • Anyone have an idea?

    I think im picking it alright? hmm

    My comment about picking

  • So what did you use to do the graphics and did you do them yourself?

  • If you can replicate this in a sample capx it would be good. Not everyone has time to try and recreate the problem in a capx.

    edit: try this method. I've put in a button to toggle the 'in use' for each Customization. It retains the 'trigger once' and will work for any number of Customizations.

    [attachment=1:3iv6dfve][/attachment:3iv6dfve]

    If you want a simple checkbox it can be as simple as this

    [attachment=0:3iv6dfve][/attachment:3iv6dfve]

  • I have had success emulating this method:

    http://tinysubversions.com/spelunkyGen/

    Looks cool but seems to generate maps for rogue-like type games whereas I was after traditÑ–onal maze types, but another great resource, thanks!

  • That's not overlapping at offset. You're not picking any EnemyCards objects that way as far as I can see.

    edit: ah ok system: overlapping. Haven't used it, but you're still not picking any 'specific' EnemyCards objects I don't think?

  • You can 'import from sprite strip' but you'll get one big animation with all those sprites. You can crop a vertical section from that image file for each object, then import.

  • The issue of the wall being a grid is purely a cosmetic one. In the attached capx cells are even positions in the array and walls are odd. After the maze is generated I loop over the cells and choose an animation frame for the sprite based on what walls are around the cell using this equation:

    right + 2*down + 4*left + 8*up

    You could also just as easily create thin walls around the cell depending on what walls are there.

    Thanks! That's very interesting. I'm sure I can do something with this.

  • I think your problem is this

  • That's really cool. I like it, the voiceover is great. I had some sound lag issues (Chrome) if I typed really fast

  • Amazing codah ! Exactly what i was looking for! You used Families and individual Object Types! I now have both methods at my disposal! I'm breaking my exclamation key!

    I believe this deserve an entire tutorial on arrays just to add this method to the more popular "single object type / animation frame" method. Once I understand how SOL choose each monster in the family i will try to create a tutorial around your example.

    Thanks you very much again Codah, you solved a big issue i had from the beginning of time and by itslef this example is a powefull template of a complete RPG / Any Game cycle.

    Of course thanks to you Kyatric for creating the original example wich, beyond my bitching, actually shows the best way to go for non heavily animated objects, like inventory items, shops, level editors, etc. (I'm on your "How to Code Monster Loot Drops" this days).

    Thanks you very very much to both of you!

    No worries. I guess you've seen the tiny 'gotcha' (not really, just some boilerplate stuff) hidden away in the Group, and that you're ok with it. i.e. an On Create for each monster type... It's not that bad and once done, it's set and forget.

  • Thats why I was interested in the division method, its just pick a wall, divide a wall... with a some recursion.

    Its the picking that gets complicated.

    On the other hand it fits well for tile-based stuff.

    hmm might have a look. I was thinking of taking some existing Javascript and just e?ecuting it with ExecJS Putting it in a plugin is obviously nicer but I didn't want to have to get into that..

    There are a few ways to randomize maps. Most of the ways I found in Unity used Perlin noise. here is one plugin :

    Unfortunately that's a Construct class plugin :/ There's a lot of CC threads talking about maze generation.

  • Yeah I've tried the randomized Prim off that page. I could probably get it to work eventually but the wording of the algorithm is a bit ambiguous to me. And the pure mathematical descript?ons are beyond me

  • I'd like to create random mazes like this one. Does anyone have some existing code to share? I've read lots of posts on the forum, like this one and had a go at implementing an algorithm directly in C2, but if I could leverage others' efforts it would be great. I've also tried the Roguelike plugin, which is awesome, but the difference between what I want and those solutions is that a wall takes up a cell, which is not what I want. My aim is to navigate player and monster sprites around the maze, with each maze cell equal to a player movement position.

    Thanks!

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  • Just have an ID value for each monster type. This can be your index into an array. edit: the problem is with spawning. I guess you could 'cheat' and use the 'nickname' plugin to spawn based on monster name from the array.

    edit2: try this. Without nickname plugin. Uses a Family and separate objects, with the same array and other code structure.