fundation2000's Forum Posts

  • I am now working on a plugin to implement Deep Q Learning (the one from DeepMind) into Construct2.

  • Did you make any more progress in this direction?

  • Is there a way to get the current room ID when looping through each map cell? I'd like to put different floor tiles for each room - for this each cell would need to know the room it is in.

  • I need each layer to show separately, one after the other, after the user presses enter.

    So it should show page 1, then wait for the player to press enter, show page 2, then wait for the player to press enter, show page 3, then waits... and so on.

  • Could you be a bit more specific please? How exactly would that work?

  • I am working on something more complex, and I have a big number of semi-dynamically created pages I need to display to the user (50+).

    I tried to avoid making a layout for each page, since they are much more easily manageable as layers and a single event sheet. So I created a layer for each page and then I use conditions to select which layers will be visible and which ones will not. Then, when the player hits "Enter", I need the Layer to change. Basically, I am trying to achieve something like this:

    -> On function showPages
         -> ConditionsForPage1   ::  CallFunction(GeneratePage1)
                                 ::  Wait for user pressing ENTER
         -> ConditionsForPage2   ::  CallFunction(GeneratePage2)
                                 ::  Wait for user pressing ENTER[/code:2nfmchpm]
    ...and so on. 
    Each Generation function resets all layers to "invisible" first, before making only the required layer visible. I have an event sending a signal upon pressing "ENTER".
    
    The problem is the "wait for signal" action, which only stops the actions in one branch of the event, but the following branch will start anyway. So in the above example, as soon as I run "showPages", it will instantly display Page2, ignoring any attempt to stop after showing Page1.
    
    I cannot place the page generation as sub-events, because the conditions for each page are individual. I couldn't figure out how to use the "rex_waitevent" plugin for this and cannot think of any other way to do it. 
    
    How would you solve this problem?
  • I know I'm late to the party, but is there a way to only get the 'outer' vertices of a set of points to build the polygon, so that the polygon always encompasses all the points? I have a game with multiple objects (~20) that I need to encompass at any time.

    Edit: And while I'm at it - is it possible to give the polygon a margin? For example to leave a distance of 10px between each of the positions given and the corresponding polygon vertices (away from the center).

  • Hello Portvayne. I've just found this post today and I saw the Indigo Project. That was really a shame, that it didn't get funded at all, since anyone can see you put a lot of heart into it and were willing to finish the game.

    Indigogo needs to go hand in hand with a marketing campaign, else if the visibility is too low it won't get funded. Don't get discouraged, I am absolutely certain it had nothing to do with your game and the great presentation - people just didn't know about it. Heck, if this ever comes alive again you have my money! That said, keep up the good work and someday it will make itself paid!

  • I get the same error message when importing a Tiled TMX file. Here is the file: dl.dropboxusercontent.com/u/16237515/battlefield.tmx

    The cause seems to be the multiple tilesets. If I only leave 1 tileset in, it imports the file flawlessly.

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  • So...it's been 5 years... any solutions?

  • So did you ever manage to find a top-down terrain generator or to make one?

  • My current solution is to create two different spriter files and import them separately. This only works because I only need two animated characters, but is not a good solution for many characters and animations. For background and the environment (falling leaves etc) I just use the normal construct animations, so I don't have to deal with too many spriter instances.

    I think I remember seeing a capx where there were over 20 spriter characters in the same scene, but I can't find it.

  • Sorry I can't really follow. Spriter objects are tied together via the animation object. If I duplicate them I get the same sprites. How do I get the second object to have, say, a different head?

  • Hi guys,

    My name is Cos. I've been a lurker around here for a long time, now I'm planning on becoming more active.

    Nice to meet you all!

  • zenox98, thanks for the tip! I just found an amazing test from eli0s. (I'm not allowed to post URLs yet, but it's on his webpage eli0s in the folder Tests/Dynamic_Lighting/)

    Now I know this is definitely possible in construct. Sadly there isn't any corresponding capx available.

    I will write to eli0s, perhaps he would be so kind to help.