Guif0DA's Forum Posts

  • I guess you are asking for an animation system in tiled backgrounds. If that was the case, what you want would be easily accomplished with a bit of logic.

    No, it has nothing to do with animation.

    but thanks for reply ;)

  • Hello!

    As the title says, the suggestion is to add a new object like the tiled background but with random images on it.

    Each 'tile' will have a random sprite that you will select before.

    The object could have a property where you could choose if the order should be random or not.

    So to make it more clear..

    let's say the 'random tile background object' you created have 32x32 dimension, you select 4 different images and in the layout you put the object and stretch it to 128x128, so it will be a total of 16 squares of 32x32, then the object will pick a random image from the selections you added before and add it to the tile, so each of it will have a random image on it.

    It's good to make grass backgrounds, different types of grounds, etc.

  • That sounds like a nice feature.

    If I've understood correctly, you want to be able to add different images to a TiledBackground object (like frames in sprite objects) and have the TiledBackground pick a random frame for each tile. I think that could be useful, but it would have to be added. The object could have a property where you could choose if the order should be random or not.

    The best way I can think of is adding several instances of a Sprite object with different frames, and pick a random frame through events. But I know that's not what you're looking for.

    Maybe you should make a suggestion in the "C2 General" subforum. If you don't, I think I will. <img src="smileys/smiley20.gif" border="0" align="middle" />

    Yes, you understood correctly ;)

    Maybe Scirra can create this new feature, would be awesome..

    Can be called something like 'Random tiled background' ;D

    I will suggest that and hope I get some support from u guys ;)

  • Hello

    I'm planning in making a 'huge world' for a game and it will be grid based. So I was thinking about adding a random tiled background to make the game look better(example: grass with many different sprites).

    But to be honest I have no idea how to do that..

    Right now I'm adding tile per tile in the game 'map' and with events they will set a random image but with this method the game will have ALOT of objects in the screen..

    the advantage of tiled background is only 1 object that you can adjust the size.. it's possible to do that too but with random set of images in each 'tile'? keeping only 1 object?

  • Guif0DA:

    > You probably want something more like A* and pathfinding. 00Rez came up with a really sweet couple of plugins that can work in conjunction with one another to do what you're hoping. You can find them here in the Rez Repo topic. You can even find an example of using Rex's moveto in conjunction with the pathfinding behavior and A* plugin. Pretty cool stuff.

    Quoted from the moveto behavior's topic.

    I haven't tried it myself, but if there's already a provided example, it sounds like 00Rez's solution might be more suited to your needs.

    I guess with my plugin, the iteration solution stands, iterating through the path's array, sending the next step's coordinates to the moveto behavior, and rely on a "on destination" trigger to iterate the next step.

    Thanks for reply!

    I would like to use your pathfinding than the one from REZ, your seems more complex, with more actions and expressions.

    The example that uses moveto uses the pathfinding from REZ..

    But I will try again to make it work and see if this time the game doesn't crash.

  • It's possible to use it with moveto behavior? tried but got error

  • Seems very well made, good job!

  • Very good! Looking forward for improvements!

  • If you say to create an object and specify a family, what should happen instead? There's no one particular object that should be created, so it picks a random one.

    but if you try to specify one with conditions an create a new object family using the system it still creates random

  • I would love to be able to create pixel art in C2 with the image editor... something like paint, with a transparency function. Nothing fancy, I just wish that I could rapidly make prototype sprites without having to open up paint or GIMP, then saving the file and importing it to c2.This I think is on the TODO list of C2 but I will surely add at the first page ;D

    thanks for posting

  • Here are two issues that bug me most with text objects, but also affect some other object types.

    1) When you create an object there should be a way to choose it and set the developer-defined default properties for that object--for example, size, font, color. If there is a way to do it, I haven't found it. I thought if I selected all instances of the object through the project panel it might do it, but no luck. It changes the existing instances, but not new instances.

    2) If you copy an object the changes to the properties are copied to the new instance. When you clone an object it should clone the object with all of the current property settings as the defaults, not clone the standard plugin object. For example, if you have changed the size, font, color of a text object instance, those changes should be the default settings for the cloned object.

    When you say 'create an object' you mean create it in event editor using the system object or simply create a new sprite on layout editor?

    About the clone I agree that should already appear with the changes made on the original object in layout editor. But I think the problem is only with the text editor, right? because if you clone a sprite the variables will keep in the new copy.

    edit: oh now I see what you mean, the 'common' properties right? I've added to the suggestion list!

    thanks for posting ;)

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  • Updated main post with suggestions from all the people from the topic, if you want to suggest something more please just post it and I will update my first post.

  • Why not just select the object you want to create instead of the family?

    Edit: if you're trying to create an object by its name, use a series of subevents, e.g.

    if name = "obj1", create sprite1

    if name = "obj2", create sprite 2

    ...etc

    I'm sorry, but this isn't the solution that I'm looking for, my intention is optimize the gamecode. Imagine if in the family there's 100 sprites, would have to add 100 events just like the one you mentioned.

    You say: Why not just select the object you want to create instead of the family?

    Then I say: Why not with families?

    As Yann mentioned, for game level editors and many other things, this will be very helpful if it's possible.

    In construct 1 I can do what Yann mentioned. Can't Construct 2 be able to do that too?

    I've also made many suggestions on another topic that the only purpose is to make the Construct2 tool more powerful in the issue of expanding the possibilities of game creation.

    Please understand that I'm just giving new ideas for C2 that are already possible to do in Construct1.

    If these things will in the future be implemented in C2 then it's okay, I know that take time and also there's priorities sometimes.

    ps:sorry for my english ;)

  • Hey

    I've got a question.. can I create a specific sprite inside a family using system create object and selecting the family as object???

    I'm trying that for a few time and to be honest I have no idea if it's possible..

    I thought that adding some condition that specify a sprite inside the family would solve the problem but it just creates random sprites from the family when the object is created.

    Any ideas??

    here's a simple capx:

    dl.dropbox.com/u/71080256/testing.capx

  • Lol.. not going to Dl r88 then.. my game is full of family overlappings