SoldjahBoy's Forum Posts

  • > You can also adjust zorder in editor as well... I just realised the ordering problem you were talking about was in editor not at runtime. There is a zordering option in editor for objects that are near each other.

    >

    > ~Sol

    >

    a zorder in the editor? are you talking about the z order bar? because that don't zorder automatically for me in the editor, I need to do it manually

    Yes the zorder bar... unfortunately manual yes, would be nice for an automatic sort on the layout editor but it's better than nothing I suppose.

    ~Sol

  • > Hey all,

    >

    > I have seen over the years a lot of people asking about the use of C2 to make websites.

    >

    > Here is one I recently finished for a friend of mine;

    > http://www.littlered.com.au

    >

    > ~Sol

    >

    Pretty cool, love coffee

    Heres one I did for the regional snooker league.

    http://www.mineheadsnooker.co.uk

    Very nice job <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    ~Sol

  • You can create a dictionary object, and attach it to a/any/all character instance... by putting them into a container.

    This way, each character has it's own dictionary automatically, that is always referenced to the correct character (because of the container) - then you can reference the dictionary traits of any specific instance; IE - "key : value" -or- "Shirt : 12" -or- "Pants : 'BlueShorts'" -etc-

    This way you can simply use your (dictionary) value of each key as an animation frame or animation name to a "shirt" object (sprite); IE "Shirt : 12"

    [Every X seconds/on button clicked/whatever condition]

    ---Set Pants.sprite animation_frame to Dictionary.get("Shirt") {will return "12" because of, "Shirt : 12"}

    ---Set Shirt.sprite animation_frame to Dictionary.get("Pants") {etc}

    --- Set Hat.Sprite animation_frame to Dictionary.get("Hat") {etc}

    --- ETC

    Hope this makes sense^

    *EDIT*

    I'm sure your application of it won't be the same approach but it's much easier than handling a tonne of variables, especially when you just loop through the entries.

    ~Sol

  • You can also adjust zorder in editor as well... I just realised the ordering problem you were talking about was in editor not at runtime. There is a zordering option in editor for objects that are near each other.

    ~Sol

  • Do it inside of your loader or even make a layout after the loader but before your game.

    ~Sol

  • Of course it's possible... however I can't find River Raider by Miniclip anywhere - so I cannot compare what you're trying to achieve... but if it's 2D then C2 can do it.

    ~Sol

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  • I trigger a zorder sort based on Y coordinates for about 5000 objects and there's no problem. I trigger it only when needed so it's not draining cpu time constantly. After your creation loop just trigger a zorder function

    ~Sol

  • What said... but add condition [For each spritefont (loop)] so it checks each spritefont individually for the expected conditional requirements.

    ~Sol

  • What platform are you developing for? If you're doing mobile then xml is probably best... if you're using nwjs then using a dictionary saved as json works well.

    ~Sol

  • I render my own tiles using sprites... and it's virtually instant. The map generates as the screen/scroll position moves so it's only creating whatever the player can see at the time which stops the cpu being used too much at one time.

    So it's definitely possible to do "manually" - if I can do it, anyone can do it. Lol

    ~Sol

  • You can create as many objects as you want using a loop.

    For "loopname" from 1 to 2 - this would make 2 objects. You can use a variable for your loop amount of you want, so you can change the value any time.

    Set loop.variable to choose (1,2,3,4,5)

    For "loopname" 1 to loop.variable

    As far as making sure the same planet doesn't appear twice you will need to do another loops to compare animation frames, and if they are the same then pick one at random and change it again.

    ~Sol

  • You could indeed use a black tilemap on top that is exactly the same size as the viewport - and scrolls with the viewport itself. Then use math to figure out where you're at on the layout and turn the black tiles "on and off" accordingly based on your light position.

    ~Sol

  • I second this. I did something the other day, where I got sick of typing out this long group name so I changed the group name to be shorter - then had to find every reference to it across about 12 event sheets. I never knew the search feature was limited to only a single sheet until that time.

    ~Sol

  • What blackhornet said. You can move events to be sub events of a required "get" in order to make sure they are executed in proper sequence... or add a small wait timer for like 0.2 seconds. Wait timer may be prone to fouling at times though depending on whatever else you have going on.

    ~Sol

  • No problem. Hope it works for you

    ~Sol