RafaelMatos's Forum Posts

  • Just finish my first try of making a Barbarian. What you guys think?

    Also, with a second axe or not? I'd like to use two but would hide too much of his body.

    edit: Just changed his arm position a bit. Any feedback/Ideas for him?

  • Working on a garden area with a pond...

    Is it going to be for mobile? Seems really cool.

  • Trying to decorate a bit but the strongest side of my game (If I finish it someday) will be the progression through characters skills and stats customizations

  • The way it works I have to create one event for each action Go To Layout because we are obligated to choose manually which layout we want. Am I missing another way to do it?

  • If some day my project sees the day light, I'll definitely hire you. You are really talented. Gratz!

  • Hi, I'm working in a 2d platformer game that will combine some similar features from path of exile and risk of rain. It's just a brief demonstration. Some incomplete animations, enemy AI bugs and still lots of work ahead.

    Video:

  • Hi, I'm working in a 2d platformer game that will combine some similar features from path of exile and risk of rain. It's just a brief demonstration. Some incomplete animations, enemy AI bugs and still lots of work ahead.

    Video:

  • I've no idea what I'm doing.

    Lol. Are you using that 3d plugin?

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  • With family you can set a value to their family instance variable and then spawn only those Who have this value.

  • I'd like to know how could I apply probabilities in c2. For example, i have 20% of getting the value 1 Or 50% of getting another value and so on. The reason of this is that i need to create something random but in the same time control this randomness. Also Will be usefull when i add critical strike chance to the character.

    Thanks.

    Edit: I thought about using the random expression and use numbers from 0 to 100. Like if random(0,100) <= 20 then i have a chance of 20% of doing something. Is this expression reliable to do such thing?

  • Thats what i'm trying to do:

    I have X numbers of enemies. For each of them I have it's animation and Hitbox. So I separated like this:

    Family_Enemy_Obj: Enemy1_Obj, Enemy2_Obj, Enemy3_Obj.....

    Family_Enemy_Skin: Enemy1_Skin, Enemy2_Skin, Enemy3_Skin.....

    Family_Enemy_HitBox: Enemy1_HitBox, Enemy2_HitBox, Enemy3_HitBox.....

    As you can see I'm trying to use family so i don't need to create the same events over and over for each enemy, like their AI, simple movements, etc. Although, I can't do it right. Basically, all gets messy and wrong instances are picked and so on. So, it all comes to how am I going to pick the right instance between them? I've tried, at their creation, set their UID in their instance variables to link them so I'd know who is who and receive the right orders.

    Thanks!

    Edit: Forgot to mention that they are in containers(enemy_obj , skin and hitbox)

  • R0J0hound

    Awesome! Your example gave me some ideas on how to do other things as well. Thanks!

  • R0J0hound

    Pretty nice, I'd never think this way. I was thinking about using just 4 tilemaps, 2 for the X and 2 for the Y.

    Here is the beginning. https://www.dropbox.com/s/z5upfgvu6euxc ... .capx?dl=0

    I still need to make the tilemaps arrangement for the Y axis, place underground materials, caves and the most difficult, generate enemies and the blocks that were broken and record both. But now I have a good starting point.

    You helped a lot, man. Thank you.

  • Using a tilemap for this could be tricky and may not give any gains since it looks like you'd have to update the whole tilemap every time you scroll. I'll have to think about it some more though.

    Scrolling in other directions will only take one event a piece, and will look much like the one to scroll right. I'm away from my PC atm.

    Only the randomize seed action sets the state. The perlin2 expression will always give the same value for an xy if the seed is the same.

    I see, so the result would be the same generation but "mirrored".

    I wanted to use tilemap because using several objects will harm a lot the game's performance and, for an 8x8 or16x16 tile, which is what i'm focusing, would be unplayable.

    I might think another alternative where I don't need to save an infinity world generation and all it's changes made by the player, since that's the whole point of using this plugin. Although wouldn't fit well in a game like Terraria that I'm trying to create.

  • Thanks for your time, R0J0hound

    I'm playing with the formula and I'll try to adapt your example using tilemap instead of objects, as scrolling both sides/top/down. Btw, your example is absurdly powerful already.

    One curiosity about this plugin: noisejs.perlin2 expression is setting the new state of the object by itself? Because it's just a compare value condition which doesn't pick any object and there are no other event updating block's Y.