crowtongue's Forum Posts

  • I look forward to seeing how you implement it. Keep with it!

  • Has a lot of promise, I think this is very cool so far.

    I have a bit of trouble steering the car, but it's still fun.

  • Ok so...

    If I were to get rid of Event #5

    For "Y" from 0 to 24

    +For "X" from 0 to 36

    ->create object "tile" on layer1 at ((loopindex("X")*32),((loopindex("Y")*32)

    ->Tile: set 'x' to loopindex("X")

    ->Tile: set 'y' to loopindex("Y")

    ->Tile: set 'tile' to -1

    and my events for scrolling the map...

    +While

    +Tile: X Less than ScrollXLeft -16

    ->Tile:set 'x' to 'x' + 37

    ->Tile:set X to .x +37*32

    ->Tile:set 'tile' to -1

    +While

    +Tile: X Greater than ScrollXRight + 16

    ->Tile:set 'x' to 'x' - 37

    ->Tile:set X to .x -37*32

    ->Tile:set 'tile' to -1

    +While

    +Tile: X Less than ScrollYTop - 16

    ->Tile:set 'x' to 'x' + 25

    ->Tile:set X to .x +25*32

    ->Tile:set 'tile' to -1

    +While

    +Tile: X Greater than ScrollYBottom+ 16

    ->Tile:set 'x' to 'x' - 25

    ->Tile:set X to .x -25*32

    ->Tile:set 'tile' to -1

    then add in the event that r0johound suggested above...

    + System: For each tex

    + tile: Value 'tex' Equal to tex ('id')

    -> TextureSetter: Give tile the texture from tex

    It works fine! Unfortunately when I create a map as big as 200 x 200 tiles or bigger it gets incredibly bogged down, which is why these events are here in the first place. If I take them out, I need a way to clear the offscreen tiles without erasing the textures. I have tried a couple more things this evening, the last one being writing to an array all of the tiles I want drawn to the screen and changing them as I scroll. This did not seem to work.

    It would be greatly appreciated if anyone could shine a light on this for me.

  • It's good to see that I'm thinking more along these lines. This was actually one of the first things I tried, and it doesn't work. It will sometimes remember one tile, but that tile will be repeated across the map since the method of clearing the screen you helped me implement basically just recycles tiles.

    I think I have to go back to the drawing board and reimplement that system.

  • Bump

    Still not any further with this

  • My apologies! I was under the impression there was a demo.

    I'll keep following it though, anything that combines a roguelike and another genre pretty well always piques my interest.

  • That's actually exactly what I'm going for (unless I've misunderstood you.)

    At this point it's one of those things where I'm convinced it has to be the best way of doing this too, so I don't want to switch unless absolutely necessary.

  • Still can't find it. Says there are no downloads for the game.

  • Back again. Seems like I only ever make it a step or two before I have to come back...

    I tried searching and couldn't find anything like this.

    In short, r0johound showed me a way to reuse tiles in my tile editor so everytime you move it recycles the ones from the bottom and puts them up top etc...

    This solved the issue of larger maps slowing down due to all of the images.

    A little further along I decided to come up with a way to import your own tiles... I used the method outlined here:

    Method#3

    Use a different instance of a tiledBG object for each tile. Adding another tile at runtime is as simple as creating another instance and loading the texture.   Keeping the actual tiles as sprites you can select the texture by giving it the texture of one of the tiledBG instances using this plugin scirra.com/forum/plugin-texture-setter_topic43143.html.

    Here is an example:

    http://dl.dropbox.com/u/5426011/examples15/tiles_TextureSetter.zip

    Works great in theory. That example makes it look so easy! But it doesn't work with the tile-recycling method somehow. I'm using the exact same objects, just instead of changing animation frame to change the image I'm putting one overtop with texture setter. But everytime you move away and come back it clears the tiles.

    Here's a link to my .cap

    Please take a look and help me out here!

    https://dl.dropbox.com/u/69407974/texture%20saving%203.cap

  • Thank you so much! Actually the issue turned out not to be the "For Each Texture" but the fact that I wasn't loading the files properly. I saw how you formatted that part, changed mine accordingly, and now it works!

  • This is a great idea! I don't see a whole lot of 2d side scrolling roguelikes so this seems pretty unique.

    Unfortunately the link posted doesn't work. I dug up my own on the site and it says the game is awaiting authorisation. Here was the link I found anyways:

    indiedb.com/games/ivan-please leave

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I thought it was DisplayWidth and DisplayHeight

  • Just once during loading. I think I actually tried changing it so another condition was when a variable was set it would start, but it still crashed after that.

  • Ok so I've gone through and stripped all of the events out. I haven't removed all of the objects that I don't need, but it should be close enough.

    As it is it won't even start up, it crashes immediately.

    If for whatever reason it does start, to add a folder click the folder with the plus on it and it should open up the browse directory common dialog. (I've included the graphic for that button incase it doesnt show up)

    dl.dropbox.com/u/69407974/folder%20plus.png

    dl.dropbox.com/u/69407974/texture%20loading%20example.cap

  • Loving the new setting! It's awesome you got the physics working now too. Looking forward to playing this.