elek's Forum Posts

  • 15 posts
  • spacedoubt

    Thanks for the response. I may actually move to Unity as I'm outgrowing the engine

  • Hello!

    My bumpmap X and Y are tied to my character like so:

    http://i.imgur.com/b9EFDuI.png

    However, the light "runs away" so to speak, it actually goes faster than the character itself. How can I match the speeds? Also, how can I turn it more circular?

    http://i.imgur.com/IxhjSFS.png

  • Bumping.

  • alextro

    How would I set the center sprites to be black?

    Like this:

  • alextro

    This is perfect. Thank you so much.

  • Bumping, would love some help.

  • codexstudios

    Thanks for being one of the few who doesn't say "nvm fixed it" without telling an answer for future people. Helped me out!

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  • Ethan alextro

    I have NO idea how to make this work, can someone show me how to implement it with this .capx here?

    drive.google.com/file/d/0B1zBAuq6m_3jYjZweDVQcmdnRXM/view

  • Ethan

    I'm trying to put that into my program, but nothing changes. What am I doing wrong? I initiate the bitwise method on runtime but it just stays at the default tile. (0)

  • Hi. I'm making a procedural dungeon game and I have tiles for every part of the wall.

    Problem is, it looks like this:

    I've tried something like (excuse pseudocode)

    For Each Tile > Check Tile X+1 > If that is not same as X, check tile Y+1 > if Y+1 is not a tile, do not change anything (this is so it won't change horizontal walls) > If Y+1 is a tile, set tile XY to Z.

    Help appreciated! Thanks.

  • Ethan

    Solved it. Thank you.

  • Hi, I made a random dungeon generator seen here:

    Every black square is a 16x16 sprite. I'm using a For Each loop to turn every square into a spot on the corresponding tilemap then to destroy the sprite, but the tiles don't show up anywhere.

    My event is like this: For Each Sprite > Tilemap Set Tile (Sprite.X*16, Sprite.Y*16) to tile 210 (normal)

    (I put the *16 in there so they would match the 16x16 tilemap as seen in my previous post. The reply stated: "For ex, a sprite at 10,10 corresponds to a tile in position 160,160 (10 * 16)")

    If that's tilemap thing is wrong, then how would you do it?

    With my main question, how do you make the Sprite.(X,Y) update to the next Sprite after the first one is set to the tile and destroyed?

    Thanks.

  • 7Soul

    Thanks, that worked.

    I haven't read the manual yet (learned most of the stuff on my own) but will read it now.

  • Hi there, new to the forums. I made a random dungeon generator but am having problems turning it into a tilemap. I'm trying to get my 16x16 sprites to be replaced with a tilemap on the end of my algorithm. I try to do "For Each Sprite > set Tile (Sprite.X, Sprite.Y)" but it just replaces every single tile with it. I also tried Set Tile Range but that doesn't work either.

    Here's what it looks like with a random generation. For reference, every one of those black squares is a 16x16 Sprite that I want to turn into a tile then Destroy Sprite. (for simplicity and performance). I made sure to make everything divisible by 16 so the tiles would be perfect.

    Thanks.

  • 15 posts