Heroes4hire's Forum Posts

  • 1 100

    1 50

    2 1

    i need hero type 1 to spawn, and his level text box to read lev100

    hero type 1 to spawn, and his level text box to read lev50

    hero type 2 to spawn, and his level text box to read lev1

  • hi, probably an easy answer, maybe im just rusty on arrays.

    x axis: 0 is herotype, 1 is level

    i spawn a text box and a sprite when x0>1 (theres a hero saved there)

    i need the text box to say the value at (1,y)

    im spawning and ordering all text boxes (multiple instances) but the text is just saying the last value in the "for each xy" loop

    using: on created "text box" set text to "Array.At(1,loopindex(Array.CurY))"

    i have tried multiple things... just happened to land on loopindex when posting this.

    ty

  • lionz just realising i didnt add a what to the how do i

    fair enough.

    glad people are still here. it can be hard to word things sometimes. ill try harder in the futre

  • nothing slows me down

    thanks for the reply, thought the forum was dead!

    so, apparently, yes.. the layouts keep running when switching between them. (not layers, layouts)

    so, ive opted just to have 5 battle layers on the battle layout. that way i can easily have multiple battles running while not watching them. and can access other layouts such as roster, world map.

    the battle system is done. its all auto, not hard. waiting on my designers to get art done. and characters made.

    i would have to upload to youtube to get a video link. i will soon. but, so much in development, nothing can wall me right now.

    if you are interested in helping. let me know! its not paid work. but, its a gatcha game. 4 people currently working on.

    be happy to share the content. but, its litterally 90 percent art.

    the real trouble will come from servers.. and offline rewards. i know its possible however

  • so. i have battle and roster set up for the gatcha game.

    2 layouts, button switches between them. does the first layout continue running when switching?

    if no, can i get it too? yes i can just have it all in the same layout. and make the battle invisible.

    aim: start a battle. click menu, and go to character screen while battle is still running.

    then. if i want to do multiple battles. can i load a layout, and have it work multiple times.

    for example. start a story fight. using the battle layout.

    go into menu, go to arena. start an arena fight. the battle mechanics are exactly the same.. just needs the opponents reset.

    ill need both fights going at once.

    i figure i could just have 5 battle layers set at worst. but if i can do this by running a layout multiple times. that would be huge

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  • i would love info on offline play. neeeever worked on it. working on a gatcha. offline knowledge is kinda required for idle

    thank you kindly

  • just looking for advice tbh.

    it will mostly be multiple layers.

    anyone want to help? lets do it. got some programmers and 1 artist.

    just started today

  • multiple problems in the same how to get complicated to follow.

    yeah start a new how do i?

  • can i set a tilemaps size/width height to be based on tiles. like tile at 4,1 is 1 . so set the tilemap width to 4

    yes im still doing this... took 4 days to chill and draw sprites. but its nearly there

  • WackyToaster

    yes! that was my original angle, rojo advised me against arrays as a tile map is basically an array

    to his defense, i got it done with his advice. i could easily add an array for the floor map.

    so, im thinking: array checks main floor tilemap for a room tile.

    for each room tilemap add a z axis to the array.

    set its starting point in the array check to tilemap x,y /96(tilesize)

    then for each xy, compare to z in the array to find overlapping points...

    then i could set them to the same family.

    something along those lines.

    thanks for the advice, see how it goes ive been writing this for an hour and im already lost, but i have a guess now.

  • on created, i need a tilemap overlapping another one to make it a child,

    i need to know where this collection of blocks is. if there is another way, i welcome it.

    buuut, id done with rooms after this! ..well... the location and size.. ill need to make them work next ,:D

  • its working... its placing things perfectly, and its a tile map. ill need to merge them, or set a variable to show what room it is

    but its working!

  • mate, gimmi a shout and ill try it when im sober/ the morning

  • if you think i can flood fill an overlapping tilemap: then create a room from it. i am 100% down to try!

    i wanted to spawn a tilemap that had tiles set in the room. so i could pathfind to the room. and it would be eisier to choose a tile

  • ok.

    exactly what i need:

    i want a room to be made that involves all connecting tiles.

    so when i pathfind: i can pick nearest room. then pick a tile.

    i.e on monster created: pick nearest room. pick tile that is free, make a bed.

    i.e: room is 3x3 food room. create chicken every 20 seconds

    i.e prison is 3x3: i0.wp.com/www.gggames.se/wp-content/uploads/2015/12/dungeon_keeper_4.jpg

    (amazed more people havent played dungeon keeper, i was a speed runner)

    You build a square. it is 1 room. you connect 2 squares. that becomes a room.

    sny squares connected are 1 room. if not connected, thay are a seperate room.

    on a map, you can see where each room is. so ill need a map that can read room locations.

    dungeonkeeper.fandom.com/wiki/Secret_1

    i couldnt rip the gif. its the first and only image.

    i could and will flood fill. to get an outline of the room. and i can set a variable to which player it belongs to (huge ambitions) ...mmm multiplayer, but enemies will need that.

    ok. where i am at now>

    just need to figure out spawn points. and merge existing sprites (that are the same room...)