NatePlays95's Forum Posts

  • 7 posts
  • UPDATE: did nothing but got it to work I guess

  • *im not getting the image upload to work*

  • I have an enemy that follows the player if its between 32 and 160 pixels left from the player, and explodes if its near it.

    They work fine, but as I expanded the level, the moment the player.X value is greater than 1000, the enemy AI stops working: they neither walk or explode no matter what I do, until I move back to x=999. This problem happened in different layouts.

    Tagged:

  • I'm making a random level generator, and I assign two special room with the instance variable order as "start" and "end". But from the random nature of my gen system and the way I delete duplicate rooms on the same coordinate, there's a small chance the start room will be overlapped by other rooms (including the end room)

    What I want to do is, after there's only one room per grid position (done, working fine), I test if there's a room with the instance variable order = "start" and, if false, restart the gen process.

    If it helps, I understand the (condition ? returniftrue : returniffalse) expression, so if the solution uses it I'm not afraid to try.

  • My idea is pretty crazy, but there it is:

    Say you have a 64x64 pixel canvas,

    Each pixel could be assigned to a value in an array (X is pixel's X coord, Y is pixel's Y coord)

    for each XY value, you have something in the format of "255,255,255", a RGB value for each pixel (you can pick individual pieces of this value using the left, mid and right expressions).

    Now, the Z axis is the frame of animation, iif you want to work with animations. So, the Z axis would store a different RGB value for each pixel for each frame.

    Now, for the drawing detection:

    First, create global variables that store the current frame (i'm calling canvas_curframe(num)) and the selected brush color in RGB (i'm calling canvas_brushrgb(string)).

    To select a color from a menu, you can do something like

    - If color selected is RED -> set canvas_brushrgb as "255,0,0" -

    To register where the user draws the colors on the canvas, you can compare the cursor's X and Y coords and assign them to a grid.

    - On Mouse Left click hold (or whatever) -> Array set at X = mouse.x, Y = mouse.y, Z = canvas_curframe, value = canvas_brushrgb

    Finally, the last step is showing the actual pixels on screen via the canvas renderer an that's the one part I can't help you because I never used the Canvas external plugin, but it gives you options like drawing lines, points and boxes directly, wich you could then save as canvas snapshots and turn into frames. Just google "Construct 2 canvas plugin" and you should find info on it.

  • If your game is an .apk (android app), there are android emulators like Bluestacks and Memu for desktop.

    If your computer can handle Bluestacks and a recording software like OBS (free), its an option.

    You could also make an alternative version to be played with keyboard or gamepad and record that on your pc

    Now, if you need to record it on your phone or tablet, I don't have app recomendations, but try to record at the best quality you can while not affecting the game's performance. Close all your other apps, clean your device's RAM, turn of Mobile Data and Energy Saver mode. Saving the video on an external sd card is also good practice.

    This is all I can help for now.

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  • Hey guys, I'm Nate

    I'm kinda of a newbie here in the forums, but I've been working with Construct for some months from now, and I'm finally making a game.

    It's called Space Operation - THESEUX

    A pixel art space-themed metroidvania, with different weapons and gadgets, and upgradable health and weapon energy.

    For now, I've made some enemies, a boss, 2 areas, and some physics mechanics. There's still much I would like to do, and I hope I can find help here.

    A .capx file is ready, but still needs testing for a lot of stuff.

    I would appreciate your feedback, and hope you guys like it!

    here's the Google Drive link

    drive.google.com/open

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  • 7 posts