cow_trix's Forum Posts

  • ...yes... trust us...

  • Construct is actually pretty good at handling big arrays. If you're talking a mahusive cave system, and you're worried about the amount of sprites at one time killing your framerate, try getting it to create a sprite only when that part of the cave is on-screen and destroy it when its offscreen. I made something like that ages ago, but for the life of me I can't remember where I put it or how I did it... But it did work quite well.

  • Cool, thanks! That's the first step. Now for the hard part. I want to make a side-view, "cross-section" platformer as opposed to a to top-down game, where you can destroy and create tiles. Sort of like a 2D minecraft.

    That means I've got to do a few things I don't know how to do:

    • Establish a "ground level" that varies with hills and mountains, etc.
    • Dirt is almost inevitable at that "ground level", and get's less and less likely as the distance from the ground level increases.
    • As you get deeper and deeper, you get more and more stone until stone is inevitable. Similarily for empty air.

    As far as I can tell, this means creating some kind of function to replace the Perlin Noise. Any thoughts?

  • Heya there.

    I'm trying to get Construct to generate a grid of tiles, with a predefined width and height of the grid. I also need to be able to give the squares a semi-random private variable that will determine what kind of 'terrain' that they will be - dirt, stone, air, etc.

    I've thought about using an array or loops to do this but I have no idea how they work. Anyone have any idea how to do this?

    Thanks

  • Any suggestions? My art skills really don't extend past what you see in the screenshot.

    8x8 characters I can barely manage, but things like backgrounds and bigger stuff I'm shockingly bad at.

    Work from high resolution into low. Use source images for everything, even stylised graphics.

  • Nice work! A side note - this did quite annoyingly hijack my mouse. I reccomend you stick an escape function in there.

  • I don't know if this one is in any of the newer versions past .62, but...

    -Option for exact duplication of a layout, including all events and objects - sometimes you want a layout that's exactly like the one you've already made but with minor differences, and recopying code is inefficient and time-consuming if you have a number of events in the layout you're duplicating.

    This feature is badly needed. There should at least an option to include or not include all events in the duplication.

    MrMiller, I believe that option is already there. Right click your layout and select "Clone Layout". Should do the trick.

  • fps:198

    threads:4

    cores:4

    Intel Corporation

    2526mhz

  • So will there be an option for decreasing the grid size? Cause it looks very blocky when the gas is created.

    EDIT: oh yeah, I forgot to say...

    THAT IS THE COOLEST GODAMN PLUGIN EVER THANK YOU THANK YOU THANK YOU

  • Okay, so after a long hiatus away from Construct I return and find myself completely stumped by some very simple problems. The first being: why the hell doesn't this toggle a global variable? It works if you disable one sub-condition, but not both. But the second one shouldn't be triggered... So now I'm very confused.

    http://dl.dropbox.com/u/1378330/wat.cap

    Thanks in advance.

    EDIT: I think for some reason both events are triggering at once, but I don't know why.

  • Cool beans. Thanks guys, the outline method should work great

  • <img src="http://dl.dropbox.com/u/1378330/Untitled-1.gif">

    Hey. So I'm trying to get two shapes to interact as shown above, but dynamically. I basically want to show an area of effect around a unit, but when you build two units close enough that the AOE overlaps, they combine, they don't just overlay each other.

    Anybody know how you could go about this?

  • Unpredictability is a very slippery slope to frustrating gameplay. Be wary in this waters...

  • Any ETA for full release CROS?

    Oh and with data storage, do you mean just variables or actual files? If the second one, what's the size limit?

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  • Ah, yes, I was torturing it quite a bit.

    Edit: I've been trying to think of a way of doing a blob system like that, but making its area constant to make it more physically accurate. Any ideas?