mystazsea's Forum Posts

  • Not quite sure what you mean ...but i think you are talking about something like this...

    There are many ways to do this but one simple way is to make a new instance Variable for the Player..

    Call it something like "Player_Spawn_Point" or similiar

    it could be a Number or a Text Variable

    When the player dies. add an event that adds to the Number Variable or resets the Text Variable to the Correct Location ..

    for example

    on player death -> add 1 to 'Player_Spawn_Point'

    Make sure that Each Physical location spawn point is numbered and the Value correlates to the Spawn Point Variable

    so that when you Respawn the player..you do a check for the Player Spawn Point Variable and set the player to the New Spawn point

    with

    "Player -> on created/respawned

    -> set Player position to "Spawn point(Player_Spawn_Point Variable Value)"

    and it should work

    Does that make sense>?

  • Made a game ages ago that uses a very simple technique for that effect

    All you need to do is

    Make a new layer call it 'FOG OF WAR' or whatnot

    Place a new object sprite in that layer

    That is an Alpha blended PNG Sprite Blackout mask

    much like the following

    FOG OF WAR OBJECT

    I tend to favor a HEXAGONAL shape but you can use any shape you like (you can even put WEB GL effects on it if you like for extra cool stuff ) as long as it has a well blurred overlapping area and a solid black area of reasonable size.

    in the editor adjust its size to what ever requirements you require.

    then spend the time either duplicating it manually or use a spawning script to cover your layout at the start of the layout.

    There are plenty of easy ways to do this...

    The add a 'FADE'behavior to the sprite...and set it to

    'Active at start NO'

    Leave FADE IN AT ZERO

    Then set your delay and fade OUT times to what ever suits you

    and finally destroy on fadeout yes

    Then make a new event ..

    ->> player (or whatever you want to remove the fog of war)

    is overlapping the Fog of war object

    ->> and another condition ->>'For each' Fog of war object

    action

    ->>Fog or war -fade out Start

    and thats it

    each blob of black should fade out when your player touches it and stay gone...

    The only issue is layout out all of the objects either manually (takes a long time unless you make duplicates 'ctrl drag') or use the script to

    populate your layer via a spawning code that will overlap each Fog or war object

    Adjust the Fog of war spacing and fade timing is really all you have to perfect...

    See this capx for a very simple demo

    :)

    FOG OF WAR DEMO

    Same system can be used for any game...platformers ..8 dir anything!!

  • Hey there....Any chance you could relink your Demo or CapX files....Would love to take a peek at this..

  • Same thing is mentioned here..:)    http://www.scirra.com/forum/topic34419_post442265.html#442265

  • Yeah this is a handy feature I just realised the other week too ...I had been using the numeric +- keys lol....

    CTRL Middle mouse also scrolls the text size in event sheets just like other programming apps too...very handy...Thanks for putting that in Ashley...

    You the best!!

  • Yes please...This would really help alot...I use this within nearly every project...a shortcut would be nice....Pretty Please!!!!:)

  • Yes I presumed that is what is does also GabeOfThrones

    Not entirely sure but it seems to be the same thing functionally.

  • If you want specifically to use the Boolean Function, Another option is that you could make a null object called "Day_Night_Toggle" and assign it a Boolean instance Variable that you call when you want in the Event sheet..or just assign the Variable to an existing object in the layer you want to toggle

    Null objects are common usage in Games Design.

    Null object can be a small invisible or Transparent Sprite created the usual way and has the added benefits of being an entity that you can easily access with other function calls..or implement other EFFECTS to like WEBGL

    Often I find Simple Color Overlays are good for Day/Night Transitions..

    and also allow lighting FX

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Well thats why we invented Scroll arrows....:) to allow alot of stuff in a much smaller space..:)

    but yeah layouts size...mmm perhaps not...maybe its a good idea to make your layout a set LARGER size to begin with but leave it empty until you need it...I don't know...

    I have noticed in Software development..that..

    'Workarounds' often become features

    which later become common place...But I think its always better to plan ahead of time...allow for expansion..

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  • That Event is within the events for any ARRAY..

    Make a new event, set a condition and then PUSH TO BACK is one of the ACTIONS you can call..in the possible actions for an ARRAY

  • MMmmm Not quite sure what you mean...Your Question is unclear...

    You want to make the Android Resize the game for its current Native screen Rezolution?

    mmm..its been covered in the forums...but perhaps a better way is to get better informed as to WHAT resolutions are MOST common...and work for that

    You could do some research

    Android devices support several Screen rez's and Densities..

    Some of the Most commonly populated sizes is listed here...

    or try the specific manufacturers website info..

    It will give you a rough place to start..

    You could look here

    Devices

    AND HERE

  • Even though its Physics...The 'Angle' of the Object wheel would be still registered as normal..

    So you could place a Variable or two on the wheel that for example is

    something like...

    'Wheel_initial_Angle'

    &

    'Wheel_updated_Angle'

    or similiar

    Do a Every tick function

    Every Tick-> set 'Wheel_initial_Angle' to Wheel Angle

    Then then compare the Values every x seconds..dependant on the maximum required level of sensitivity..say every 0.5 secs.would need testing of course

    {System->Every 0.5s->

    Compare two values ->

    [Wheel_updated_Angle > (greater than)Wheel_initial_Angle Action Play your sfx or anything else.. or you could set it up any number of ways Boolean Variable" Wheel Rotate 36 degrees" Is 'Wheel_updated_Angle 36 degrees greater than 'Wheel_Initial_Angle' -> Set Boolean Variable" Wheel Rotate 36 degrees" TRUE -> FIRE SFX -> Reset variables..specifically up date the Initial and updated variables There would be plenty of ways to do what you what its just a matter of finding the BEST idea for you This may take considerable testing phase ..but you would learn alot..:) work for you? first value would be the WHEEL angle and
  • Mmmm...As far as I know..

    There is no support for this...

    I could be wrong though..and completely happy to be wrong...

    It would be a interesting feature

    You can Scale the layouts....but I don't think resizing is supported during run time...I could be wrong...

    If you want to have different Resolutions for Screen sizes you could always have 2 or 3 layouts set to the most common aspect ratios..

    but I get the feeling you are not after that idea..

    I am pretty sure the layout size needs to be set pre- runtime

    It probably is possible

    I notice that WIX the online webpage creator/editor can resize layouts in real time...so it must be possible..but I dont think its been covered in C2..

    Maybe Ashley could give a better answer?

  • If you are trying to Stack your Array from the Bottom..Use Push to back....

    Your Tiles are made up of I presume for terrain stuff like Grass, dirt , rock, etc and you want it done in layers?

    There would need to be some limited Randomization to your Generation seed but no so much that its too chaotic...this takes time to figure out...Seeding is a fairly exact science..you need to know the basics...its not something you will pick up in 5 min....You will get the concept but not the actual coding..

    You probably should start a proper Grounding in the idea... before you get serious..its a complex field but easily doable once you understand what has to happen in order to do it..

    Read up as much as you can then do some tests...before you make your game..every hours you spend studying will make your game better in the end..

    Try these for starters and run with it...

    http://www.gameprogrammer.com/fractal.html

    http://en.wikipedia.org/wiki/Category:Computer_graphics_algorithms

    Also this might help you...

    GENERATING RANDOM TILE

    The basic idea is to Generate a seed , then load it into the Array either from front to back or vice versa....persona preference for me is start at the base. the ROOT data and then move up the tree creating nodes of detail as you require..

    this way..the over all effect is a coherent world populated by detailed areas with Gold, lava, rock, gems etc...that are created and populated at the right place and layer ..this is all determined by your seed or Ruleset that you create and must know how this works before you can really even start to think about it.

    Load your tile data or create a generation algorithm that generates the tiles you need and then "push to Back all of the Data in the right sequence...so obviously Grass would go at top..Dirt next, then rock etc...but yeah..STUDY first ..then test, then refine...

  • Not quite sure what you mean...but have you tried making a new Layer "Rain" Put your Rain Fx/object in that Layer, then set the Layers Parallax & scale rates to 0 in the Properties pane for the Layer..

    This will make that layer always be fixed on whatever is being "scrolled to" Hopefully your player,

    It will appear to rain over the area that is currently viewed..

    There of course are plenty of other ways to do it..such as Pinning your Rain Object to the Player or setting its X,Y pos to the players Every tick

    Any of those should do it..

    personally I would use the Layer technique as it sometimes you make want a Cinematic camera pan and its nice if the rain follows the view..