DarkViGaCi's Forum Posts

  • It's possible. I made this on Construct 3:

  • I added a battle results screen.

    The moving background is created using TileBackground. The movement itself is implemented by changing the "Image Offset X/Y" parameters.

    Next, I added a semi-transparent mask with "Destination In" blend effects.

    Everything else is implemented using the "Tween" behavior.

  • There is the simplest way to make a hexagonal grid in Construct 3.

    construct.net/en/forum/construct-3/your-construct-creations-9/hex-pathfinding-algorithm-179938

  • Use "For each (ordered)" condition

  • Day 3. Enemy's tank

    It's time to add an enemy tank to the layout and create AI for it. So, when the layout starts, enemy tanks are created. Each of them has its own health, damage and armor parameters. When the player's tank gets close to an enemy tank, the enemy change his mode from "sleep" to "active" and starts attacking the player.

  • Day 2. Player's tank

    It's time to add the player's tank to the Layout. I want the tank's movement to be very smooth and precise. Therefore, using the physics behavior isn't the best option.

    So, to create the tank, I used two invisible objects with the platformer behavior, which have the same parameters. Then I added a tank sprite and set its position as the midpoint between the two objects. Also, the tank's angle is the angle between these two objects.

  • Hi everyone! I'm starting development on my new game and I want to keep a development log, so you can follow along.

    My game is going to be a side-view tank battle game. The first thing I need to create is a level generator.

    Day 1. Level generator

    I used a pretty straightforward algorithm to create the generator:

    1. When layout starts, I add the coordinates of key points to the array. Each following points has a random coordinates that depends on the previous points (for example: random(-100,100) + oldX ).

    2. Next, I added two Tile Background objects to the layout: one for ground, the other one for grass.

    3. Then, using a loop and a special spline formula, I set positions the mesh points in a way that connects the key points from the array.

    Overall, I got a pretty decent level generator =)

  • Cubic() basically gives a cubic bezier spline where the two middle values are just control points. To have the control points land on the curve you could use Catmull-rom splines. You can find the formula for that online.

    Alternately you could expand cubic out to its actual formula and calculate what values to use for the second and third parameters so the curve lands on the control points.

    Thank you for your advice! Finally I create level generator with spline curve:

  • There's a very simple way to do cubic interpolation in Construct 3:

    However, I need the curve to pass throught every node. There is a third-party behavior "Spline Movement". Using it I make the curve like I need.

    Question is How I can make the curve using spline interpolation in one tick (using loop's and without third-party behaviour)?

  • I can't pass the second level :(

    I really liked the graphics (monochromatic stylization) in your game. I also recommend adding text hints into the first levels to make it easier for new players.

  • It would be great if you first published your game (for example, on Scirra Arcade) and provided a link. Otherwise, how can a review be made for a game that doesn't exist?

  • Thank you very much for yours feedback! It's really important to me. So, I have prepared an update to this template with several new features.

    Added a start and finish rooms. Now a levels have a more complete looks. When the player reaches the flag (located in finish room), they move to another generated level.

    Added a variable maxLevelWidth, which allows you to set maximum width for generating level.

    Added a function that automatically matches the Y-offset of each preset. This allows you to make more complex level geometry.

    Try this on Arcade

    Download this Template

  • Today, I'll show you an extremely simple way to build an unlimited number of levels for you platformer game. So, one of possible way to create level generator is to make several smalls scenes that will be combined into the main level.

    For this template I took the graphics and trap mechanics from the Construct 3 Example Browser.

    How its works

    Layout "Presets". Has several layers, each of which is a small scene containing a tilemap and objects (coins, enemies, traps, etc.).

    Family "Objects". Includes all the objects placed in Layout "Presets". The family is necessary to reduce the number of events and simplify working with objects.

    Dictionary object. On start of layout "Presets", all objects are added to the Dictionary. The name of each key is "object name & layout name & object IID". The content of each key is the objects JSON.

    Layout "Main" is an empty level. When this layout starts, the level is build by a loop and random preset selection. The object data (JSON with position, variables and everything else) is taken from the Dictionary. The coordinate of each object gets additional adjustment using "curX" variable, which means X-offset for current scene.

    Try this on Arcade

    Download template

    Please, upvote this post if you like this. I have a few more ideas for developing this template, but I would like to know if anyone is interested and if you want to see more my templates.

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  • Could this kind of method be adapted to squares rather than hexes?

    If you are using a square grid, then it will be easier for you to using a tilemap, instead of sprites (as in the case of a hex grid).

  • The best way to optimize memory is to animate sprites using Construct 3 tools. Use the Timelines, Mesh deformation and "Tween" behavior wherever possible. If you want more specific advice, take a few screenshots and show how your graphics looks.