jayderyu's Forum Posts

  • Actually I was thinking the same thing today. I would like a way to save the SOL list and tag it.

    In the mean time you can use RexRainbows InGroup plugin. It works as above. The problem is that InGroup I find works a little half hazzard. The InGroup has a for each loop. I tried using it. In one section of the code it works perfectly. in another it doesn't work at all. The InGroup ID system uses a custom ID rather than UID. At least that what it seems. But it does work.

    Though thats why now I would like an Official SOL grouping system

  • I second blackhornet suggestion. In fact I feel a tween beheaviour plugin shuld be default. However Lunaarry did such a fine job on the plugin that I pretty much use Litetween as a basic plugin. It's one of the few I do :D

  • Can you share a simplified CAPX of your project that just has the issue and not loaded with lots of non Scirra plugins :)

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  • Well count me blown away. This near usable too. Wow R0j0 absolutely amazing :)

    So to use this effectivly for a game. I assume that all objects would also have to be pasted into Paster. I always liked paster and the potential. Now I love paster.

  • Uploaded here. I only made changes to the two examples I maded. but just look out for more problems like this.

    drive.google.com/file/d/0B0V2EvCXNzYUdW1QeXZPX1o4Tm8/edit

  • I'm going to bet you built your game off of a top down shooter template. And that template has

    EveryTick

    Monster.angle = angle(player.x, player.y, monster.x, monster.y)

  • For most development languages the question isn't "IF" it is instead "Do I have enough patients and creativity to solve problems".

    I'm sure you do. Give it a shot. There are lot's of helpful forum dwellers.

  • He said he was thinking about making a layout 3000px long.

    If your doing Classic Level design. there is no reason not to make your layout 10000px wide. It's also better doing the layout way as it becomes easier to visually make level design changes.

    If you want endless. Then programmaticlly. Also keep in mind that all levels are technically programmitcally done. It's just the layout editor gives a visual representation. Keeping in mind that all objects are played by an XY value and it's only for mathematical reasons an object is ever displayed or not :)

  • it does work. But all created objects work on a first defined version template.

    It's best to design the game with an ASSETS layer first. Create the first version as the template for all created versions to use. you never go to the ASSET layer, but that's the one that will the game will use.

  • you have made a large number logic mistakes.

    As an example

    Layout1 - Level 1 group

    leveloneEnemy isVisible then play Zombie Chase....

    The error: there is no limited condition. it's going to constantly start playing the song every tick. Try adding a "Once while True" system condition tom ake sure this doesn't happen.

    Another example

    Level 2 and level 2 group

    When your doing On start of layout and Active_level = 2. Wasn't passing. so the function would never call.

    On Layoutstart

    Compare Two values( Layoutname = "Level 2") and 3.4.5.6.7 as needed. Then no need for the function call.

    Alternativivly you could organize your code to be handled a little easier than one big sheet.

    create a core set of game play mechanics. and put all your custom level mechanics and music on level based layouts. then just include the core mechanics.

    also as a suggestion. I don't believe any browser will ever play the .wav file. My suggestion is once importing the songs delete the .wave file version. The difference. I deleted the .wav files from the project that was 90mb. The resulting size was 14mb.

    ogg and m4a are about 1/8 the size of a wav file.

  • This is binary tree O(log n) right?

    I was wondering the speed of dictionary lately as I'm using it as a data state system for 4 GamePads. Knowing it's not sequential makes me feel a lot better.

    So I have a question and this does side track the a little. If Dictionary is using a smarter algorithm. Why is collision detection using brute force and not a binary/qaud tree?

  • projects are built to save faster than CAPX file.

    However I think the personal version now include autosaving and backup.

    So this might be an initial hurdle thing.

  • Played around very cool :)

  • I will stand corrected and I am in error. But that is because my error was not updating the plugin prior to checking. However not updating the plugin is also in my error :)

    Wel Rojo rocks :)

    however newt does have a point. tehre is a strange texture warping effect going on. anyway to smooth that out R0j0? Also then this raises the question.

    Since paster is a single object that allows qaud drawing. How would all of this interact to simulate the effect of the OP suggestion. As a platformer or a GTA top down perspective?

    Paster doesn't wortk as individual objects, but as a background.

    I think I will toy with paster 0.4 for a wlittle while. but any tidbits of information or even a sample would be awesoem

  • I feel like I'm 10 again :D