nimos100's Forum Posts

  • Just make a layer called "Hud" or whatever you want it to be and make sure its the top one, then in the properties window. Set parallax to 0,0 for the layer.

    Setting parallax to 0,0 allow you to scroll the screen while always leaving the hud where you have placed it in the design view.

    Then all objects that are part of the Hud you make global, by selecting them and in the properties window you set global to true. Whenever you make a new layout you just duplicate this layout or you add a layer and call It "Hud" as well to avoid any unforeseen problems.

  • [quote:370xdsqr]Thanks alot Nimos persist works with the project. But i was wondering if there is a way to make system create new layouts by itself like roguelikes. Or is it one layout lots of randomization .

    What i ment is creating lvls infinitely like lemmings game without creating each level one by one ?

    btw Dragonhelm looks awesome.

    Thanks a lot

    You cant make it create new layouts for you, what you would do is like I have done with my dungeon generator if you tried it?

    It uses the same layout for creating the different dungeons, so it just resets the layout each time it does, So you would have to make something similar just working for your needs.

    I guess that you see the game from the side, since you mentioned lemmings?

    If you use tilemaps, I guess you could just make it start in the bottom and just go row by row and put in tiles so you would end up with a landscape.

    You would ofc have to set up some rules so it doesn't create tiles in mid air and so on. But then when you want to make a new map, you just erase the old one, which can be done with one action. And you can just make the tiles quite small so it looks more smooth when they walk around it. And you can probably optimize it so the tilemap only covers some of the map and the rest are just background.

    So it would look something like this, ofc you wouldn't be able to see the difference it in the actual game

    If you don't use tilemap you can create environment objects that you just randomly spawn on the map and setup rules for how they should spawn as well. And as with the tilemap when you need to make a new one you simply destroy all of them and do it over.

  • After a request from the forum about a tutorial for the dungeon generator, I decided to spend some time making that. Which took a bit of time, but it let me go through the code in details step by step and I did find some garbage code that I could remove.

    However it took some time off from further developing my own generator, but I did manage to integrate it into my game and create an object layer, which will be used for dungeon clutter, ladders and so own. Which will help make the dungeons more unique and give them a more interesting environment. I also managed to integrate a full save and load functionality, so players can exit and re-enter any dungeon that they have former visited should they need to go to town to sell loot or revive a fallen group member. Since I integrated it into the game, there will be no more demos of it, as the other ones were developed in separated projects and could easy be turned into demos.

    Tutorial for Dungeon generator Tutorial for Dungeon Generator

    EDIT:

    After some fiddling around I have now turned it into a real rogue style dungeon generator which support any size both in level size but also with endless number of depth levels. This is a small step for mankind but a giant leap for my dungeon generator

  • Try to see if the persist behaviour doesn't solve the problem for you, you just put that on all the objects you create?

  • If you can pull it off I think its an awesome idea, it would impress most people and involving the teachers during the exam will be something new and fun for them as well

    [quote:1cup0cn4]¿Hosting 15 or more people would make the wifi become slow?

    It depends on the internet connection, but unless its really slow I don't think it would make any different if you hosted it to 100 people or even more.

  • Yeah don't see any problem making games similar to king quests or to make them work for phones or tablets. There are some software aimed at making adventure games, but I cant remember what its called maybe someone else can? and i haven't tried it my self so whether its better or not I have no clue. But from I remembered when reading there website it is aimed only for that, so if you plan on maybe making other types of game in the future, I would recommend going for C2.

  • Switching layouts are always a bit messy I think

    Can you try to post a capx.

    And are you sure that there are not some variables that are set wrong?

  • [quote:1myzoiiz]so it is any better way to regenerate pathfinding obstacle map?

    Unfortunately there aint

    Which make games like the one you want to make kind of useless with the path find behaviour, its simply not fast or effective enough to handle such thing without lagging. However there might be some work arounds. However I haven't tried them, so they are just ideas.

    One way would be to try to use a tracker so you actually only update the obstacle map for this single object and then you use its data to control the monsters. Assume that you don't use tilemaps?

    It would go something like this:

    1. Regenerate obstacle map for tracker.

    2. Move tracker to each monster and find path to where it should go and then copy the path to the monster.

    3. Let monster move the path.

    Whether that will solve the problem or not im not sure.

    Another way which also uses a tracker object, but would be the only one with path finding behaviour and it should then "paint" the path for the monsters to follow. So the monsters themselves doesn't have path finding but simply react to whatever direction they encounter painted by the tracker.

    It would be something like this.

    So each of the small arrows are the nodes that the tracker have found when it calculated the path. So for each of these nodes you spawn a Sprite which have a direction (Left, Right, Up, Down) and when the monsters hit them they change direction, So it will look like they are finding a path. However it might sound easier than it is, because if you block the path you have to recreate it from the blocked path etc. But think it could work ok when it comes to at least solving the lag from doing path finding on all monsters.

    But again I haven't actually tried any of the solutions my self, so they might not work at all

    You will rarely find any tutorials that will solve your exact problem, if you look at tutorials for graphic software, they might explain how you can turn a tomato yellow using certain techniques, that you can then use to also turn a car yellow. To expect anyone that create software to make tutorials for every single thing that someone can think off would be crazy. So it makes a lot of sense to make tutorials that covers certain areas with different techniques that people can then apply to there own projects.

    If you look at the forum and see how many different things people are asking for help with, I think you can see why your demands would never work.

    [quote:344blo1p]People like me who strive to do things right do not appreciate going through some shitty third party crap that don't work and have their "powered by logo" appear on my app. Others don't care, I DO!!!!!!!!

    Of course people care, but they find solutions to this instead. The reason they use third party is because its a complete chaos to make games for all platforms who all want to use there own special way of doing things, because making standard in the industry is apparently not very important. That is not really Scirra fault. If you look at developers that make PC games they might not want to make it available for MAC OSX, PS2 etc etc. If it was just to press a button and then the game worked on all platforms, all types of hardware etc then they would of course do that.

    Also this is a forum where people can help each other, its not a place where you go post "I need my game to work on android, google play and all other platforms, just mail it to me when its done. thx bye"

  • Absolutely amazing work. The only limits for C2 is truly your own creativity. I'll be checking in on your project daily.

    Oh and never regret the large scope of your game. Just as long as you are ready to put years in. There's really no reason your goals won't be accomplished. Surprise the world one day with that epic full release!

    Thanks for that

    I just hope it will be a full release, that's enough for me

  • [quote:gfcvgytb]X : GameBoom.ImagepointX(Int(Random(1)+1))

    Y : GameBoom.ImagepointY(Int(Random(1)+1))

    You cant do this as it would give some weird results as it will randomize the imagepoint for both X and Y. You can use the set position to another object which will allow you to tell what imagepoint you want it to spawn on. Since all the imagepoints goes from 0 to (the amount you have added) and 0 being the original imagepoint. We exclude that by adding +1 to the int(random(2) +1).

    Here is an example of how to do it, it will spawn a tree now and then and add up to 3 coconuts to it. Its very basic so there might be coconuts overlapping the same imagepoints and so on. But you can fix that in the one you need.

    https://dl.dropboxusercontent.com/u/109921357/Coconuts/index.html

  • nimos100, that's seriously cool. It's times like this that I wish these forums had a +rep/thanks button.

    You've already been very informative, but is there any chance you'd be keen on writing a formal tutorial with a capx? Or perhaps two tutorials - one with the pathfinding and another with the node-based technique?

    I have made a tutorial for the node based dungeon generator and it was rough i have to admit, takes a lot longer time than you would think, so pretty sure it will be some time before ill do that again.

    You can find it here:

    https://www.scirra.com/tutorials/999/random-dungeon-generator-node-based

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  • Not really

    It just seems that scaling causes problems with tilemaps, so I always turn it off. But if you have no seams and things look correct, I guess you have the correct settings. But how to solve it with multiple resolutions I don't know haven't tried it.

  • What happens if you change "Scale outer" to "Off"?

  • I meant for the tilemap.

    Tile width, Tile height, Tile X offset, Tile Y offset etc.