LittleStain's Forum Posts

  • Well you posted your question while I was asleep and decided no-one wants to help before I woke up.. (It's night in Europe)

    Maybe having a bit more patience would help.

    I will have a look at it now and see if I can help.

  • 0 and 10 are just numbers I chose, they would mean you have 10 maps.

    floor means rounding down. 5.4 = 5 , 6.7 = 6 etcetera.

  • So here I implemented what I talked about.

    It's not the most beautiful solution, but it works

    Helped2

  • The next step seems to be asking someone else to do it for you.. :P

    This can be done in faster ways but just so you can learn I'll explain it in a way you can understand.

    Create a global variable, let's call it NextMap

    Event:

    map1 <-240

    or

    map2 <-240

    or

    map3 <-240

    etcetera

    action:

    set global variable NextMap to floor(random(0,10))

    subevent:

    if global variable = 0

    • create map0

    if global variable = 1

    • create map1

    etcetera.

  • Yes, I understand, I know what gaps are..

    I also know programming is being creative..

    Like I said, why not spawn small sprites at the corners of the laserboltscan block so you can exactly check the outsides of your laserbeam overlapping a tilemaptile.

  • Yeah, you're right, this isn't any better than what you had..

    oh wait it actually does something.. hmmmm

    Changed it a bit to make it even better, but well, it's probably still not good enough.

    Maybe you should try and spawn 1px by 1px blocks..

  • I'm a graphic designer who wanted to learn how to make my design interactive, so I started using Construct about 1.5 years ago.

    Been on the forums ever since to learn everything there is to learn, even if it doesn't concern my project at the time.

    Half a year ago I discovered I now knew enough to start helping others with questions. I still learn every day, though, by helping others and seeing others being helped.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Behind the map2 x<-240 the action is map1 - set x to map2.x+480

    replace map1 with map2, because it should be map2 - set x to map2.x+480

  • I already downloaded.

    Your second event changes tilemap1's position where it should change tilemap2's position.

  • Yep it will work, but if you want map2 to move it would be best if you set the action to move map2 instead of map1.

  • (Error (400)

    Something went wrong. Don't worry, your files are still safe and the Dropboxers have been notified. Check out our Help Center and forums for help, or head back to home.)

    Oops, there was an extra space at the end.. Solved.

  • because you use x=0

    There is a big chance x is never exactly 0

    and even if you are setting to 640 if x < 0 there's a big chance the backgrounds will have a white space inbetween, because of the x not being 0.

    Setting it to it's x position plus an amount, will make sure the distance between the two backgrounds is always the same.

  • I haven't changed any events.

    All I did was go into the image-editor, put the collission-polygon-points at the corners of the sprite, right-clicked and applied to the whole animation. after that I set the animation property to loop and I might have changed the speed.

  • You should move the background relative to the current position, that way there should be no seams.