Rhindon's Forum Posts

  • Noncentz705 - I imagine you could, but just as it would be silly to have a single object spawn multiple other objects on top of the previous one just to create the illusion of animation, why do the same with tiles? That could result in a LOT of additional resources being used up (not to mention keeping track of them) if it's not necessary.

  • Burvey - LOL Thanks. Guess I SHOULD have done a search first.

  • Yessah! I can't imagine whether or not this would truly be possible in the editor - you have the insight on that.

    But I would love to see the option to create titles that are animated along with the static images.

    For instance. Say you have a tilemap made up of walls and doors. Suppose one door tile actually was animated to swing open...combined with the custom collision polygon for each tile, it would be "easy" to create interactive tiles! Trees and grass that sway in the wind, torches that flicker in low light (just as lighting effects...but not water!), water with gentle waves...the list goes on.

    What's the possibility that this could be a reality? :)

    Thank you for any consideration...I know your to-do list is HUGE.

  • szymek - LOL Indeed!!! It's taking me a little bit to get used to using/editing them, but they're even easier to use that my original level-making plan before.

  • I'm LOVIN' Tilemaps! Just had to give a shoutout.

    This non-artist/level-maker person is definitely feeling more at home with Tilemaps and how they streamline making my game's levels. Thank you, Scirra Bros!

  • Link to .capx file (required!):

    sugarsync.com/pf/D6025908_4317202_6011572

    Steps to reproduce:

    Unsure of exact steps...

    1. Create and edit a tilemap as desired.

    2. Place tilemap on layout.

    3. Later, select tilemap object on layout or in object bar.

    Observed result:

    The tilemap bar doesn't load any of the tiles even as the image editor for the tilemap object shows there is artwork there.

    Expected result:

    Selecting the object or layout instance will load the available tiles for that object.

    Additional information:

    I edited the Tile width and height parameters and clicked on the object in the object bar again. That seemed to fix part of it. But I don't see how that prevents the tiles from loading at all. The size of the tiles in the image editor is 24x24, whereas the default size of the tilemap object is 32x32. But that doesn't explain why other tilemap objects don't load even after having their parameters resized.

    Browsers affected:

    Chrome: N/A

    Firefox: N/A

    Internet Explorer: N/A

    Operating system & service pack:

    Windows 7 w/ Service Pack 1

    Construct 2 version:

    C2 r154 64-bit

  • newt - Ah! Well, that much makes sense. :)

  • newt - Hmmm...that makes sense, but I'm having trouble conceiving it in my head as to how I'd do it in C2.

    Anyway, someone suggested I use the tilemap as an alternative. I'm going to give that a shot.

    Ashley - Mighty good question, sir. Heck if I have a good answer. I've been struggling to filter things down, but I suspect that my lack of understanding of all the finer points of how each action and event works (behind the scenes) is making it hard for me see what will or won't work.

    It's rather like when I learned just how For/For Each work. I THOUGHT they worked one iteration each tick. Turns out, as I learned later, they work until done, even if that means several iterations per tick. At least, that has been my understanding of late.

  • blackhornet - I think I'm following the logic in your capx...

    1. Bee object instance is clicked

    2. For EACH Bee in the Family, set the NextUID family instance variable to -1

    3. Call the Connect function with a parameter that plugs in the UID of the Bee that was clicked.

    4. On call of the Connect function...

    5. Pick the object that has a UID that equals 0 and set the NextUID value to UID of the object instance that was picked.

    6. Pick all instances of the Family whose NextUID value is equal to -1.

    7. From those selections, pick a random instance of the Family and set the UID of the Family to the Next instance variable of the Bee that was picked.

    8. Draw the line between the two objects.

    9. Call on the Function again and run it for all other instances of the Family whose UIDs are 0.

    How'd I do? I'm still not sure I fully understand the whole thing.

  • Ashley - I've been trying that, but I keep running into issues how how to do...

    -> Pick object instances that meet these two criteria.

    -->> From that selection, further pick from those instances.

    made a suggestion similar to what you're saying on the Facebook group. I'll give it a shot.

    blackhornet - Thank you, sir! As always, you're a tremendous help!

  • I don't really know WHAT recursion IS. LOL I'm about to find out... *CLICK*

  • blackhornet - Huh. So... Do something like "Pick Family" then "Pick Object Instance In Family"?

    Something like that?

  • [bump]

  • I did! Thank you. Sorry, my phone is horrible to reply with.

    My problem was that the red object plate had an initial value of 0, so line 24 automatically started to take effect. I changed the initial value to 2, and that solved the problem.

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  • I'm trying to set up some events that compare the conditions of instances of the same object.

    For example, say I have two square instances. For all intents and purposes, they're the same. However, their instances variables may have different values and their coordinates will likely not be the same, and so on.

    I need a way to identify and compare two instances of the same object.

    So, say Square(1) has an instance variable value of 10.

    I need to way to check and see that if any OTHER Square(n) overlaps that Square(1), those OTHER Square(n) instances will have their variable set to 10, as well.

    Hopefully that's clear enough. If not, I'll give a more specific example from the game I'm making.

    UPDATE:

    Here's an example of the kind of feature I'm looking for...

    We have the Pick By Comparison event.

    Object: [select]

    Expression: [...]

    Comparison: < , > , == , =/= ...so on

    Value

    That usually works when comparing two different objects or properties of a single object.

    What I'm looking for would look more like this

    Object: [select]

    Instance one expression or value: [...]

    Comparison: [...]

    Instance two expression or value: [...]

    Because right now, when I'm comparing two instances of the same object, whether by Overlap, Pick By [...], For Each... I'm still running into problems in trying to identify each instance when needed within the larger comparison and testing.