nimos100's Forum Posts

  • You should post the video here as well. Its reminds of Terraria. The Physics are awesome, looks very funny when he falls like it hurts a lot

  • The big empty space in the view area is that the problem?

    Also you don't need margins that big, it just let you set the blue area around the workspace, where you can place objects during design.

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  • Can see you are a bit confused about IID and UID and how to do it, so here is how you do it correct no matter how many cactus you have and how big you tilemap is, with a better explanation.

    IID and UID:

    Are not something that are unique for tilemaps. In fact all objects you add to your project will be assigned these. My best advice for now just to completely forget IID and only think of UID, I have used C2 for quite a long time and have yet to run into any problem where IID would be useful.

    UID is a "Unique identification number" (I think that what it stands for) but even if it doesn't you can think of it like that. Its different for all objects so you will never have any sprite, tilemap, button etc with the same number. This make UID very good for picking things, because you know it will always only pick one.

    If you look at the screenshot below of the correct code for exactly what you want to do.

    The loops are nested, which is the normal way of going through a lot of elements like in a tilemap or an array.

    If you look at the tilemap, the tile in the top left corner have a position of 0,0 the one to the right is 1,0 next 2,0 and so on.

    Since the program doesn't know where in the tilemap we have placed the cactus, we need some way to let it know. So we use loops to go through each tile to see if its a cactus. Since we don't know where to start we "set" the position to (X,Y) by default (You wont actually do this.)

    The first loop "Tile X" will start at 0.

    So now it would be (0,Y)

    Since the next loop is a sub event to the first loop and goes through the Y and also starts at 0, we get. (0,0)

    So it checks if (0,0) is equal to 15, which in this case it ain't so It loops again. However since "Tile Y" loop are the last one it will continue this one first before going back to the "Tile X" loop.

    So next time it will be (0,1),(0,2),(0,3).........until it reach the end of Y. In this case I have set it to int(Tilemap.Height / 32), this is because this will always give us the correct number of tiles to check in Y, the reason I divide with 32, is because each tile is 32x32 and int simply does that we always get an integer as you cant be sure that the tilemap height is always an integer if you scale it and then divide it with something, but the loop requires an integer to work or will go into an endless loop, which will make you have to force close the program, so that's not good, but happens quite a lot.

    So if the tilemap is 128 pixels in height we divide it with 32 and get 4.

    So the loop will run from 0 to 4, so in fact if we were to be 100% accurate we could subtract 1 from it as the tilemap starts at 0. So it should actually only run from 0-3 as the loops include both 0 and 3.

    But anyway when it reaches the end of "Tile Y" loop it will go back to the "Tile X" loop and increase that one, so now you would get

    (1,Y)

    And it would go into the "Tile Y" loop again and it would then be (1,0) and then keep doing that until also X reaches it limits.

    Hope that didn't confuse you

  • Ahh I see you cant do like that, the IID and UID doesn't have anything to do with the tiles, it have something to do with the Tilemap object it self. What you would do is like this then.

  • [quote:3h2qgnuf]do i have to move that dotted box?

    The dotted box is the view area, and you cant move it during design.

    [quote:3h2qgnuf]When you add your character and apply ScrollTo, it will sort itself out.

    So you would do like this or make a event that keep moving the view to your player.

  • You can use "WindowWidth" and "WindowHeight" both are system variables, that you can find in System.

  • You have to do like this:

  • You have to move every thing down that's the only solution.

    The reason is that the viewports coordinate system is up side down from what you would expect from a normal coordinate system. (Its like that for all programming languages as far as I know, not only C2).

    So 0,0 is the top left corner

    (0,0)----------->(100,0)

    |

    |

    |

    |

    (0,100)

    So when you make the layout bigger it will increase sizes in these directions.

  • [quote:e8uxl343]That is exactly the feel it gave. Like a HD version of the ol' classic RPG art. Gives it a certain charm.

    Yeah now that I think about it I see what you mean, found an old image from one of the games that inspired this one. And its shows how the combat system works and what im aiming for with this one as well.

    But the graphic is just a bit to pixelated so I guess that your comment about it being a HD version of it is pretty accurate

  • Sure that alpha is set to 255? could sound like that's the problem

  • [quote:22fhcubt]Nice work! Love the graphical style! Will keep an eye on this

    Thanks a lot, however none of the graphics are likely to be in the final game, as its just graphics that I use during development or training purposes and then when its close to being finished Ill either try to find someone that will help with it or do a complete overhaul my self, which depends a bit on how many graphic elements I need, but since I don't really aim for making the game a graphical miracle anyway I might be able to do it rather fast while keeping it the style I want, which is like a good old '90s roleplaying game.

  • [quote:3rlmrt2x]Hi, thanks for reply

    my interface look like this, and i dont think construct 2 can handle this

    while the blue color is runner, and the purple color is target

    i think i have to think another way or this design just fail

    Yeah its to bad, because when you design something like this in your head you think it wont be that hard just throw a path finding on there and then It works. But then it starts to lag and you notice that its never going to work, and then these type of games suddenly become very hard to make

  • You can use the node-webkit. Here is an example of how you can save and load data.

    EDIT: Sorry that was a really bad example, should probably have tested it first, it was not even near at being able to work

    Anyway here is a working version.

  • That's a quite fun game the only thing is that there could be some sound effect when you jump around maybe pick up the yellow things, or there might be and its just my browser failing me once again.

    But why don't you complete it, its kind of addictive?

  • This is not for a game and not a review but a customer service for Netflix, but its really funny, so hope its ok.

    http://www.funnyordie.com/articles/3732ed30fa/a-star-trek-fan-at-netflix-somehow-makes-customer-service-not-the-worst-thing-ever