SarcasticNash's Forum Posts

  • 8 posts
  • Thank you for your help! I have it working now with this.

  • Thank you. My question feels dumb now. Still wrapping my head around how to properly integrate arrays into what I want to do. I just tried storing the tile state in an array and subtracting its "health" when a bullet collides with it, however it only subtracts it once. So with a default value of 3, it subtracts to 2, but won't subtract further upon further bullet collisions. I don't know if I need some kinda for loop or something but I have included a snapshot.

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  • I want to be able to damage tiles when they are hit but I want some tiles to be more durable than others. I know that tilemaps can have instance variables but they seem to apply to the whole tilemap and not just the tile being affected. I want the individual tile to remember that it is damaged. The only solution I can see is to create multiple tilemaps with different variables of "durability" and when it gets damaged I replace it with one of a lower durability. Is there some other solution possible or is having many different versions of a tilemap the only way of doing it? Thank you in advance for your response!

  • Solved all my problems. Thanks again!

  • I've integrated the code into my game and have noticed some problems such as my player falling slowly through the ladder even though gravity is at zero. When I go back to the capx you provided I have found some of the same problems, especially if you delete the tiles above the character to give a bit more room. You can get the character to fall through the ladder if you test it going up and down. Any idea why this is might be occurring?

  • Thank you TiAm! It is so simple and beautiful, it is a work of art! I have a lot to learn. Guess I also need to spend more time learning about tilemaps too. Are there any good tutorials that deal with tilemaps and random generation?

    EDIT: Now that I am looking around a little more I've found some great tutorials/examples, I guess I just based my ladder stuff on bad ladder examples. Thanks again.

  • Thank you for helping, however, I already have my "code" setup like that. Here is the capx though: https://www.dropbox.com/s/3mzn7rwzthbup ... .capx?dl=0

  • I have a player that switches between platform controls and 8direction input if it encounters a ladder. Although if it encounters a ladder while pressing left or right it will just pass it by unless it presses up or down to climb. My problem is that if left (or right) is pressed down (and not released), it passes a ladder by, but also slows down (specifically the vector x drops). So every time the player encounters a ladder, it slows down at the same time the controls are switching from platform to 8direction input. I have made sure the platform values (e.g. acceleration, deceleration, and max speed) match the 8direction values but it doesn't make a difference. I tried setting the 8direction vector x value to the platform vector x value but that creates a new problem with the player moving slowing through the ladder if it started slow. Any ideas? This is my first forum post Thanks in advance!

  • 8 posts