Culi4's Forum Posts

  • 15 posts
  • If it were seen from above the 8 directions behavior would make more sense, but from the example it looks more like a platformer seen from the side

    Yes, this is a top view.

  • So it is like trap door? The turn based on torsion & center mass shifting correct?

    Something like that. I use the player's "cell movement" behavior, and when I touch a piece, it's like I'm pushing it, and it turns 90 degrees

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  • You can define an image point (or set origin point) on the shape sprite at the yellow dot:

    And then compare two angles: player movement angle, and the angle between the player and the yellow dot.

    If angle1=angle2, then rotation is not required.

    If angle2 is clockwise from angle1, rotate 90 degrees.

    If angle2 is counterclockwise from angle1, rotate 90 degrees.

    .

    You can add another condition "the difference is over 5 degrees", to avoid rounding errors.

    Thanks for the answer, I kind of understood your idea, but I didn't understand at all how to implement it. If you have the opportunity to make a small source code, I would be very grateful.

  • On the one hand, the question is simple, but on the other, it is not. How do I make the platform move around its axis? The game is viewed from above, the player can move through the cells in 4 directions, therefore, when he rests against an L-shaped platform, it must rotate 90 degrees. At the same time, it should not turn if the player rests on certain sides. I hope I was able to explain what I want to do, here is a picture for clarity :)

  • Hello everyone! I am making a game in which the player will be pursued by an enemy (one or two). If we are talking only about movement to the right/left - everything is simple and it is implemented, but how to make movement up and down? The game is 2D side view. The enemy needs to jump and jump off. I am trying many options, but I cannot achieve stable enemy operation. The environment is made of tiles.

    as an example of enemy behavior - the game Nuts and Milk

  • Sorry, I forgot to remove a local variable that is not needed, as originally I was gonna put everything under "on Tile clicked" by using Local Variables but after I switched to functions and I forgot to remove that variable.

    I updated my last link.

    Thank you, you've done a lot for me.

  • Yes, thank you very much, this is exactly what I needed! +100 to karma ))

  • I hope it doesn't bother you too much)

  • Yes, it's not such an easy task (to count the light, I made a variable for the family and if the light intersects with each other, but there are no lanterns, but the removal is simple, but if the light falls on someone else's lantern, that's the whole problem

  • probably the main problem remains the moment when, in case of an error (two bulbs shine at each other), I remove one, and with it the light that should have remained from the first bulb disappears.

  • > > Here is an example:

    > >

    > > https://www.dropbox.com/scl/fi/3m29s7pco3rfd9bzguvyh/Coloring-Cells1.c3p?rlkey=8eu6iyqnivvw8qh8eoqm9fszz&dl=0

    >

    > Good afternoon, I am very ashamed that I have to write again in the hope of getting help, but...

    >

    > I'm trying to implement the mechanics of the Japanese Akari puzzle (Light Up), but I'm stuck. If you have the time/opportunity/desire to help again, I would be very grateful. I managed to add: installing another flashlight and saving the light when deleted, but I can't implement: install a marker, install another flashlight on the cage with the light (so that they would be highlighted as an error). You can get acquainted with the implemented game here: https://www.puzzle-light-up.com/ . and here is a link to the source code that I tried to make based on yours https://www.dropbox.com/scl/fi/ufvyr01ii4k28t3l2xcxm/Akari.c3p?rlkey=586oy8z3q98fklcfwjo1junfw&st=o6i6md41&dl=0

    > Anyway, thanks for the help you've already provided.

    I'm not familiar with this game, so not sure if I understood your question correctly:

    After I tested the game from your link it seems that you are referring to the Red Error light bulbs?

    Example:

    It looks like when you put another bulb in a tile that is lighted up it will mark all the light bulbs that are on the same (Row & Column) in red as an error.

    Is that what you are referring to?

    Yes, that's right

  • Here is an example:

    https://www.dropbox.com/scl/fi/3m29s7pco3rfd9bzguvyh/Coloring-Cells1.c3p?rlkey=8eu6iyqnivvw8qh8eoqm9fszz&dl=0

    Good afternoon, I am very ashamed that I have to write again in the hope of getting help, but...

    I'm trying to implement the mechanics of the Japanese Akari puzzle (Light Up), but I'm stuck. If you have the time/opportunity/desire to help again, I would be very grateful. I managed to add: installing another flashlight and saving the light when deleted, but I can't implement: install a marker, install another flashlight on the cage with the light (so that they would be highlighted as an error). You can get acquainted with the implemented game here: https://www.puzzle-light-up.com/ . and here is a link to the source code that I tried to make based on yours https://www.dropbox.com/scl/fi/ufvyr01ii4k28t3l2xcxm/Akari.c3p?rlkey=586oy8z3q98fklcfwjo1junfw&st=o6i6md41&dl=0

    Anyway, thanks for the help you've already provided.

  • You could use a Tilemap for this:

    For example:

    Set the Empty tiles to (Tile = 0)

    Set the obstacles to (Tile = 1)

    -On Tile Clicked extract the X&Y into a Local variable

    -Loop in the 4 directions by using the System "For" loop:

    > Dir Right ---> For "X" From (TileX +1) To ((Tilemap.Width/TileSize) -1)
    ---------> Tile at(LoopIndex("X"), Y) is not equal 1 ------> Set tile to your desire frame
    ---------> Else: Stop the loop
    
    Dir Left ---> For "X" From (TileX -1) To (0)
    ---------> Tile at(LoopIndex("X"), Y) is not equal 1 ------> Set tile to your desire frame
    ---------> Else: Stop the loop
    
    Dir Up---> For "Y" From (TileY -1) To (0)
    ---------> Tile at(X, LoopIndex("Y")) is not equal 1 ------> Set tile to your desire frame
    ---------> Else: Stop the loop
    
    Dir Down---> For "Y" From (TileY +1) To ((Tilemap.Height/TileSize) -1)
    ---------> Tile at(X, LoopIndex("Y")) is not equal 1 ------> Set tile to your desire frame
    ---------> Else: Stop the loop
    

    Probably a second condition is needed there to make you stop at the edges so you dont check outside the tilemap.

    Tile is not equal to -1

    Tile is not equal to 1

    If you really need to use sprites then you can still do all the tile checks in the tile map as I showed above and then when you need to change the frames just pick the Sprite tile that is located on that Tile by using Pick by overlapping Point XY

    or

    alternative you can do the same job by using just sprites alone if you add two variables to the sprites:

    Tx

    Ty

    At the start of the layout do a loop to set all the (Tx & Ty) variables and use the same system as the tilemaps. But this time pick tiles by comparations:

    > Tile.Tx = X
    Tile.Ty = Y
    

    Thanks for the reply, I will try to do so.

  • Hello everyone, help me implement the following mechanics: I have a 6 by 6 field, there are obstacles on it. I need that when clicking on an empty cell, the sprite frame of this cell changes and from it, in 4 directions, the frames of the remaining cells change, but stop if there is an obstacle ahead. I guess it's hard to explain, the screenshot should help with this.

    Tagged:

  • 15 posts