Matei511's Forum Posts

  • For example i need a dialogue system and i have 1000 lines that the characters must say. Where do i store the text? I can't find, surprisingly, anything on this( searched google) , and using on start of layour set array at x to "text" just seems off. How would i store strings and text i already know from the beginning ( so introduced while in the editor) ?

  • and also is there actually any benefit to keeping the image a lot under 2048x2048 or can i just go for 2048x2048 without issues?

  • How do i manage to make a large map? Right now i have a lot of images that are 1500x1000, and put together, they from the world. I figured this was the only way to do it since Tile maps are not recommended by the admins for use in displaying large images, and i am not using bigger images to stay safely under the 2048x2048 image limit. 1st question: is that a good way to handle this sort of thing? and 2nd question: how do i handle smaller animated object that have to be there? As in i can spawn monsters and enemies when the player comes close and destroy them afterwards, but how about torches, chests, npc's? They have to be there in the same spot every time the player comes by. So how do i optimize those? i have their collisions disabled once the player gets too far in an effort to optimize it, but is there no other way? A big world would have thousands of these objects, and i don't think the engine could handle just leaving them there. And spawning them doesn't seem an option either, since the only way i can think of doing it is just using a looped event to spawn them at coordinates taken from an array once they reach certain "beacon" items or position on the map. But checking proximity to so many beacons or positions is also hurting performance, isn't it?

  • Matei511

    Have you considered using the Car behaviour?

    https://www.dropbox.com/s/irhadp1si3ki3 ... .capx?dl=1

    wow there's a car behaviour. Great , that's just what i needed, this solves my problem. Thank you!

  • I tried Bullet and Physics, Physics looks much better. See this demo (there are two layouts, check both):

    https://www.dropbox.com/s/02a1f7dhyekln ... .capx?dl=0

    not really what i wanted but thanks for the effort regardless, you can see a capx i uploaded below

  • > This seems very basic and i have been using construct 2 for some time but i still can't figure this. I just want top-down forward movement that follows the mouse that doesn't act weirdly when colliding with solids. 8 direction has nice collisions with solids, but only supports , obviously, 8 directions. I want something like move at angle(self.x,self.y,mouse.x,mouse.y) that interacts with solids. ( using just the event won't work, as it passes right through them , even if both objects have the solid behavior ) i tried using the event stated above and adding 8 direction to an object but on collision with a wall it starts vibrating furiously. Undesired effects like increased speed come from using bullet together with 8 direction. I have tried anything i can think of including custom movement and giving the moving object the solid behavior. Nothing worked so far.

    > Help please! Thanks in advance!

    >

    Can you post a capx. for us to look and test out? Nothing that will give away any stuff you wanna keep secret of course haha

    https://www.dropbox.com/s/vlag8kt6o5sx8 ... .capx?dl=0 here it is, i tried explaining as well as i can

  • This seems very basic and i have been using construct 2 for some time but i still can't figure this. I just want top-down forward movement that follows the mouse that doesn't act weirdly when colliding with solids. 8 direction has nice collisions with solids, but only supports , obviously, 8 directions. I want something like move at angle(self.x,self.y,mouse.x,mouse.y) that interacts with solids. ( using just the event won't work, as it passes right through them , even if both objects have the solid behavior ) i tried using the event stated above and adding 8 direction to an object but on collision with a wall it starts vibrating furiously. Undesired effects like increased speed come from using bullet together with 8 direction. I have tried anything i can think of including custom movement and giving the moving object the solid behavior. Nothing worked so far.

    Help please! Thanks in advance!

  • Hello,

    The Tiled Background doesn't support animation, neither Tilemap.

    But I just saw this tutorial : https://www.scirra.com/tutorials/1352/animated-tilemap

    And this topic where some workarounds are detailed : animated-tiles-using-s-p-a-w-n-s-p-r-i-t-e-s-functions_t174105

    Alternatively you can spawn sprites of animated water at visible water location on top of your Tiled Background, like every x seconds, that are destroyed at animation end. Or you can apply WebGL effect like "Water" or a kind of distorsion on your fixed Tiled Background.

    Thanks for the help! will definetly look into these!

  • I am trying to get a very large body of animated water. The first thing that comes to mind for thia is a tiled background since it's everything i need expect one thing: it doesn't support animation. So how could i do it? So how could i do it?

  • If i have an action that runs every tick like for example if a var=1 set mirrored true. Does it run every tick and set the object to be mirrored even if it's already mirrored and nothing actually changes? Same question for pin set var and others.

  • I am trying to make an extremely simple multiplayer game that has no cheat prevention and no input prediction. I have read all the tutorials several times and opened the example files multiple time and i can't get it right. I am just trying to make the sprites move toward the touch or mouse.

    Here's the capx: https://www.dropbox.com/s/5psy3080symyx ... .capx?dl=0

    Thanks in advance!

  • Pixelart Modern Weapons Pack — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-fr ... s-pack-516

    Pixelart Modern Weapons PackAll weapons are modelled after existing modern weapons.Containing 16 weapons:2 revolvers (1 scoped)3 pistols (1 silenced)3 smgs3 assault rifles1 shotgun2 sniper rifles1 rpg1 minigunincluding ammo for all weapons (magazines, bullets, etc.)Bonus:handgrenadecombat knifecanteenmedkitThe pack contains a sheet with all weapons, ammo and extras, as well as all items in seperate files. All .PNG files with transparent background.

    Use this topic to leave comments, ask questions and talk about Pixelart Modern Weapons Pack

    These would be perfect dor my project. Except they're too large. Is there any way to make them smaller by 40-50% without serious loss of quality?

  • I am trying to make an extremely simple multiplayer game that has no cheat prevention and no input prediction. I have read all the tutorials several times and opened the example files multiple time and i can't get it right. I am just trying to make the sprites move toward the touch or mouse.

    Here's the capx: https://www.dropbox.com/s/5psy3080symyx ... .capx?dl=0

    Thanks in advance!

  • dop2000 maxlive2010 I managed to do it after all. Thank you so much for your help and quick replies.

    In case anyone else is wondering, here's the capx: https://www.dropbox.com/s/qrpughyojtxrn2i/pin.capx?dl=0

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  • construct2.96.lt/forum/1/pinforum01.capx

    unfortunately containers won't work because i have multiple object with multiple instances