PavleNikolic's Forum Posts

  • This is an old topic but I was wondering if someone could help out.

    Once walls are created, I managed to replace their tile-maps with sprites:

    For Each Map Cell->If Roguelike.CurrentCoordinates=#:

    Create WallSprite->Walls.TileToPositionX(Roguelike.parseX(Roguelike.CurrentCoordinates))

    Create WallSprite->Walls.TileToPositionX(Roguelike.parseY(Roguelike.CurrentCoordinates))

    ...but what I need is a castle-like looking level so I need for walls to only 'outline' floor and not 'pile' inside or outside the floors and rooms.

    In short: is there a way I can determine which wall-sprites are surrounded by all four sides with other wall-sprites and then remove them?

    //////////////////////////////////// Found one solution

    Once floor sprites are placed I create a little larger sprite (SpriteT) on top of each floor sprite. Then I check what Wall sprites are in collision with SpriteT and delete the rest of them that are not in collision.

    In this way only the Walls that are 'outlining' Floors are kept in level.

  • I will be updating the FPSZ Template soon with a few new features:

      ? Process of baking the lightmaps to textures will be switched with a regular lightmapping. Changing of textures will no longer require the use of Blender. Users will be able to change all textures in a standard way in Construct 2. Also since all textures will be separated from the lightmaps there will be no need for big images, now all texture sizes are applicable to geometry. ? Separating textures from lightmaps also means that the level geometry can now be displayed with or without lightmaps. Users can choose if they want to have lightmaps, dynamic lights or no lights in level. ? New version of template will have functional mobile GUI so that users can export the level to mobile platforms with just a few clicks. ? 3D FPS Zombie Template in Scirra Store will also include APK demo file so that the speed and compatibility of the template can be tested before buying. ? All animated models (with skeletal animations) will also have name-based animation sequences. They’ll still be in one timeline so that users can choose if they want to call animations by name or tweak them further with time-based sequences.

    Here is the link to a work-in-progress level that features geometry with separated textures & lightmaps, functional mobile GUI and a model with name-based animations:

    https://game288473.konggames.com/gamez/0028/8473/preview/fpsaforum.html

  • 3D FPS Zombie Template — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/3d-fps-zombie-template-3998

    <h3>FIRST PERSON ZOMBIE SHOOTER</h3><div class="deshr"></div><p>This is a full 3D first person shooter template for Construct 2 with zombie theme.</p><h3></h3><div class="deshr"></div><h3>IMPORTANT !<p><p>Template is using Q3D plugin powered by Three.js:</h3><div class="deshr"></div>

    • https://www.scirra.com/forum/q3d-v-2-4-3d-physics-skeletal-animation-update_t106677

    <h3></h3><div class="deshr"></div><h3>Template is also using free plugins:</h3><div class="deshr"></div><p>Mouse Lock v0.5 plugin by TiAm:</p>

    • https://www.scirra.com/forum/plugin-mouse-lock-v0-5-updated_t102112

    <p>Color Outline effect by R0j0hound:</p>

    • https://www.scirra.com/forum/effect-outline_t75574

    <h3></h3><div class="deshr"></div><h3>Main features:</h3><div class="deshr"></div>

    • Time-based skeletal animation [Enemy models].
    • Name-based vertex animation [Gun model].
    • Level 3D geometry with baked lightmapping.
    • Fully functional close-up & long range attack / shooting enemies.
    • Fog & noise effects.
    • Mouse-lock & restart options.
    • Separate layout for setting up your 3D model animations.

    <h3></h3><div class="deshr"></div><h3>Additional files:</h3><div class="deshr"></div>

    • Capx & Blend files so that you can easily modify or completely change level geometry in a few minutes.
    • Template also includes Blender 2.74 & JSON export plugin for more convenience.
    • Tutorial video files that explains the process of changing level textures, lightmap baking, adding / modifying / exporting geometry from Blender to JSON 3D format.

    <h3></h3><div class="deshr"></div><p>All visual/music / sfx assets can be used in any commercial / non-commercial project.</p>

    Use this topic to leave comments, ask questions and talk about 3D FPS Zombie Template

  • Yes this worked out perfectly! I never would have thought of Tank1Turret.Turret.TargetUID, great solution.

    Thank you, I was going crazy with this

  • I'm starting with C2 RTS example and it's driving me crazy. I can't get friendly units to ignore targets that are behind solid objects.

    I fixed both units not to shoot at each other while behind the walls but once the target has been seen (acquired) they are again shooting through walls.

    I did manage to stop units from going over each other with a code from forum but I haven't found anything on this problem.

    If anyone can help that would be great.

    My capx file:

    https://mega.nz/#!MfJVyayL!pNTnsuoPLfdt ... 2tz_q3My3Y

  • I'm sorry, I'm not sure what you mean

    Do you mean that Web Storage and Local Storage are the same? In manual it's written "...as of r206, WebStorage is deprecated in favour of the new Local Storage plugin".

    Or should I download localForage plugin that you mentioned from Github?

  • Local Storage <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I think Web Storage is no longer supported but I'm not sure, I never used it.

    This is the one I use:

    https://www.scirra.com/manual/188/local-storage

  • So far I had a good variable-exchange system that worked great in desktop and mobile games using Local Storage.

    Unfortunately the system is not functioning correctly (not functioning at all) on Chrome browser.

    The elements of my system:

    A – The main game made with Construct 2 (Local Storage and Global variables).

    B – The additional app made with any other program (Pano2VR, Twine 2, Cyberix3D…)

    C – The ‘link’ app made with Construct 2 (Local Storage variables).

    This is my system:

    1. App A has default Local Storage variables and Global variables.

    2. App B is being iframed into app A.

    3. Player reaches the needed goal in app B.

    4. App B opens (iframes) app C with new Local Storage variable values.

    5. App A detects changes in Local Storage variable values and changes its Global variables accordingly.

    Can anyone think of a way to do this with some other method so that apps don’t use Local Storage feature? Any suggestion would be great.

  • Your code worked out great, thank you.

  • Hello,

    I have 4 ListBox objects and a button. When player selects numbers (from 0 to 9) from the ListBoxes and clicks a button a want to generate one 4-digit number.

    Example: Player chooses 2, 5, 8 and 3 from ListBox, the result number should be: 2583.

    I'm not sure how I can do this

  • ...bamping this old post in hope that Chrisbrobs managed to locate his files ...or if someone else has a solution for implementing a skybox / cubemap / equirectangular images in Construct 2?

    I have seen Q3D plugin but I would like to exclude full 3D plugins

  • Sorry for a late reply, I wasn't checking Construct 2 forum for a longer time.

    EpicGameAds are easy to implement through DivPod plugin but the CPM (sometimes under 0,02) is terrible and their site and forum seem almost abandon. I haven't reached a limit for money transaction while I was using them but I am sure that support in case of problems in that area would be less then adequate.

  • I am using your rex_ngio_medal plugin successfully on Newgrounds, thank you for a great contribution.

    I have downloaded your rex_ngio_loader and you wrote: Handles loading various URLs and tracking referral stats.

    My problem is: One of my games placed on Newgrounds is being iframed on a number of different websites. I am o.k. with that but the generated iframe-views are displayed only in my private Game Statistics and not in my NG published game bar.

    Can I use your rex_ngio_loader to track if my game is being played on the http://www.newgrounds.com or on some other url?

    I would like to determine if the game is being played on Newgrounds and, if it's not, just open the game's newgrounds url in a new window.

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  • That's a good workaround

    ...but I'm o.k. with iframeing, the game is getting nice gameplay-counts, it's just that I wanted for those views to be noted also on the main NG game page, not just in my NG developer's game statistics.

  • ...it seems that this code worked and, unfortunately, proved that the game url is not what I need:

    <!DOCTYPE html>
    <html>
    <body>
    <p>Click the button to display the URL of the document.</p>
    <button onclick="myFunction()">Try it</button>
    <p id="demo"></p>
    <script>
    function myFunction() {
        var x = document.URL;
        document.getElementById("demo").innerHTML = x;
    }
    </script>
    </body>
    </html>
    [/code:iu4k0njt]
    I placed it in a plain html file and uploaded it on Newgrounds, it gave me the url but it was a "http://uploads.ungrounded.net/tmp/1025000/... etc, etc".
    
    It's of no use since I need to check the url of the active browser, not the url of the hosting service where the index.html is located.