pez263's Forum Posts

  • That works just about right, im having a few problems getting stuck in certain tiles but I think I just need to play with the collision polygon some more.

    Thank you.

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  • Here's the .capx with the event sheet i used minus the relocate event. The walkable tiles should be empty on that sheet.

  • I still don't know what collide_tile is on your screenshot. If it's a sprite object and you have lots of them, then you can't compare coordinates like that. You need to pick the correct instance first.

    > uncertain how to set it to "NOT Overlapping"

    You need to add "Is overlapping" condition, then right-click and choose "Invert". It will become "Is Not overlapping"

    The collide tile is what I named the tilemap that contains the layer of tiles block the player.

    I tried what you mentioned but for some reason the player doesn't move at all now, im not sure if the expression was incorrect. I tried making the tilemap not solid and using a layer of invisible walls that went over it to see if that would work but the player still doesn't move.

    This is what I minimized the event sheet down to.

    edit: I removed the top event that relocates the player to 128 x 128 and the player can move roughly 3 squares in either direction before it gets stuck again unless I move backwards from that spot.

  • I don't really understand your code. You have so many events for such basic task. And half of these events are running on every tick, which is not great for performance..

    Why don't you simply check if player is overlapping an obstacle at offset?

    Say, you have a tilemap of obstacles, you can do this:

    > On A pressed
    Player is NOT overlapping Tilemap at offset x=-16
    	player move left
    
    On D pressed
    Player is NOT overlapping Tilemap at offset x=16
    	player move right
    
    etc.
    

    The ticks were something I was experimenting with to try to avoid the problem but I can probably do away with them. The Player is NOT overlapping tilemap at offset seems like it could work but I am uncertain how to set it to "NOT Overlapping" when I try to use it. When I try to add it as a condition it only gives the option to check if it is overlapping.

    I'm posting a version of the events without the tick events so you can get a better idea of how I'm getting the player icon to move. I'll point out that I don't want the player icon to actually be seen moving, but rather moved over a space sort of on a grid-like board like old ascii games which is why I'm using the change position thing. somehow it's being shifted out of place though when it moves.

  • Hello,

    I am working on an oldschool rpg that uses grid-like movement found in old roguelike games like Moria or Dwarf Fortress in which the player moves one tile at a time and you don't actually see an animation or sliding effect. I am posting a screenshot of my event sheet as well as the project as it is because there are two major problems with it when I test the movement out.

    1. When the player moves between a wall on the right to a wall on the left, the player icon is shifted up few pixels instead of staying aligning horizontally. I notice when the player hits a wall that doesn't continue downwards, it will start to shift as well for some reason.

    2. The player will not move into space that are as large as the player icon.

    I will point out that the player origin point is at 0,0 and the tiles and player are all 16 x 16 pixels and the tileset has the solid behavior. I've experimented with trying to make overlaying collision box objects that are the exact size of all the tiles and turning the tile collision off on the map and the same problems occur.

    Here is the project as it is with only the movement so you can see what I am talking about and below is the event-sheet along with properties of the player.

  • Hello, I own RPG Maker VX Ace along with some of the DLC resource packs and am trying to use the tilesets in Construct 2's Tile maps. The problem I am running into with these sets is that in Construct 2, I am unable to make, for example, a stoney area in the grass that is larger than 4 tiles, 4 corners, at a time. In RPG Maker VX Ace, it somehow draws over tiles to connect them.

    I don't know if what I'm saying makes sense, I can't post the tileset I paid for for copyright reasons so I'm posting an image of a free tileset found on vxresource.wordpress.com/category/resources/tilesets so thaty you can take a look at what I am talking about. They are all 32 x 32 sized tiles.

    Is there anyway to make Construct 2's Tile maps to function similarly to how they do in RPG Maker VX Ace?

  • P1 refers to the black square that gems randomly spawn on and G1,2, and 3 refer to the three different gems. I'll look into the tutorial to see if it helps break it down though.

  • I'm trying to figure out how a match 3/"bejeweled" game works. I have 25 black squares that act as squares on the game grid that spawn one of 3 random colored squares. If a square is touching another square of the same color, it is is suppose to add a point of which when equals 3 or greater would then be destroyed giving the player points. I have no actual gameplay done as I am first trying to make the grid layout start with 25 random squares to start with. My problem is that I cannot figure out:

    1. How to prevent sets of 3 or more vertical/horizontal from generating at the start of the layout.

    2. How to make all squares associated with the 3 or more pair be destroyed once in the pair.

    I am including my .capx file as well as a screeenshot of my events

    drive.google.com/file/d/1dBMcFClfj7bHHmk_3812z0i5becWXLSz/view

    Thank you.

  • This is perfect! I haven't quite looked into how functions work exactly before this so I wouldn't have guessed to use them, but I like both methods of how lines are inserted, I think I can use both to further distinguish dialog and narrative. Thank you so much for helping with this, I wouldn't have figured this out otherwise.

  • Ok, You will need that plugin you mentioned earlier.

    https://drive.google.com/open?id=1XxjYF ... EIK-1Mk6l3

  • Ok, so ran into a problem when I realized that once the Text_Area had maximized the number of lines within it, it no longer showed lines that were suppose to appear as new lines. So I went back and tried it as a Textbox and it didn't work out because things weren't coming in as separate lines. So I went back to that scroll plugin, and it is shifting to the new lines perfectly, the only problem is it is only allowing 3 lines at a time and erasing any lines prior to that rather than filling up the size of the Text_area object. I'm a little confused how I could set how many lines may be displayed at a time, because there is a line sample on the plugin's website that has lines filling up the size of the object, but I don't understand looking at the event sheet why it works in the example and not my .capx

    Edit, also, I will look into that dialog example and see if there's a way I can condense the text, I'm just unsure if it will work since so many events and variables are tied to each thing.

  • I'm testing the plugin out and so far when I tell it to scroll or scroll to the next line everything just disappears, but I will work with it some more and test it out.

    And there will be a lot of text in general, dialog and occurrences, but they are all tied to events that happen based on what the player types, sort of like running commands through a command prompt. Since there is a lot that is tied to each line of text I feel it will be fine that I have the text directly in, I will just make sure to keep each occurrence in the game tied to a group of events so that I can condense them and edit them if need be without getting things mixed up.

    edit: By setting the vertical alignment of the text at the bottom I was able to get what I wanted, even if it doesn't scroll.

    Thank you for the help though, this plugin may come in to help em later.

  • Hello, I am trying to make a text based rpg system similar to MUD rpgs, but the one problem I am having here is that while I have a text area that text enters into under new lines, once the text reaches the bottom, the previous lines do not move up. My question is how can I make the text move up a line each time a new line is inserted? Or how can I add a scroll bar?

    Here is my event sheet as it is right now.

  • I am trying to figure out how to have a selection graphic constantly move with the last clicked object, but then switch to the object selected next? My trouble is in that if I want the selected graphic to move with a clicked object, it is set to constantly move with that object, and that is what makes it unable to move to another object if you click another object. Here is my .capx where it's suppose to move with enemy graphics, how should I adjust this? Also, I'm going to want the player to be able to click anywhere on the screen that isn't an object or its collision box and remove the selected graphic all together as it would in a game like Dragonage Origns or World of Warcraft.

    http://www.filedropper.com/shipgameearlydraft

    These are the events related to what I'm trying to do

  • That makes a lot of sense when you put it like that, I will look more into this thankyou.