SoldjahBoy's Forum Posts

  • I've now extended my new save and load routine to generate random gender specific names for the characters... I like where this is going.

    I will start adding a fully complied NWJS download to the main post - since these new features will not work in browser preview version. I will keep the browser upload going for people to see new cosmetic features, but there will be zero data persistence, and I will stop uploading updates once things kick into a higher gear where the data controls will be necessary.

    For now, the nameslist will need to be manually copied to a specific folder on your computer if you want to test it out, but I will include some instructions in a text file with the download once I get around to uploading that and making a link.

    If anyone else is having issues creating a reliable save and load system for their game (in instances where state-save won't do the job) don't hesitate to PM me and I can supply you with information and a capx file that I'm currently using to generate my names list - since it works with the same load and save method.

    ~Sol

  • You have one bullet colliding... there's not "multiple collision checks".

    If your bullet is bouncing and producing the same particle effects no matter what it's hitting (I assume it is, because checking for angle change is going to give only a single result with nothing else to compare) then you only need ONE family with EVERY object that can be collided/bounced by the bullet.

    It's up to you how you do it, but either way would work fine and performance would be (probably) the same.

    ~Sol

  • Look at R0J0 with his fancy event ascii graphic event representations...

    ~Sol

  • >

    > game by Dime studio

    >

    > so cool !

    >

    Nice

    Make a blue water sprite and use "Water" effect on it from the effects menu for the object... it's really easy.

    ~Sol

  • You have to use "a whole bunch of sprites" to do something like this.

    I've done things like this in the past, and I used an array to track the tile types and health... and used that same array to display the tiles on screen so I could basically have an unlimited map size with only the number of tiles that are on screen at once displayed - the rest were "non-existent" if they weren't actually on-screen.

    I'm not sure how tilemap actually works since I've never used it - but I made my destructible tile terrain (as well as other types) in Construct Classic a few years ago.

    It's not going to be the easiest task to achieve, unless someone else here has a really elegant and easy method to it.

    ~Sol

  • You need to use an OR block in your event condition.

    You can right click on the far left margin on the event block and a context menu pops up, and there's an option for adding an OR to the event.

    The other way you can do it, which IMO seems more reliable anyway, is simply to double up your events and have one for each condition;

    While A is true -> do this

    -and another event below-

    While B is true -> do this

    Read more about OR blocks and other advanced features in THIS TUTORIAL

    ~Sol

  • Sine will over-ride the physics behaviour - but at the same time still be affected by forces applied to the object (like getting collided into by another physics object).

    In order for SINE to actually work, of course it will have to bypass things like physics gravity, etc, or else nothing at all would happen.

    What are you trying to make that needs SINE as well as PHYSICS applied to it? If you need something to simply "bob up and down" you can just apply some physics forces to a physics object to make the same effect - but without causing any interruption to normal physics behaviour.

    ~Sol

  • No problem.

    You can read more about inverting conditions, and breakpoints HERE

    ~Sol

  • Just use a "key IS down" event, and invert it (right click the event condition and select INVERT.)

    ~Sol

  • Being sick the last few days and really unable to do any work, I've had a good time to think about how I'm going to build my map system... I've now run into another conundrum with the way saving and loading will work - so it looks like NWjs file control and hard drive access is here to stay, frustratingly.

    First steps to a "proper" save and load system is now in the works instead of using state saving. This will be essential for complete freedom on the map, and total persistence of objects between a potentially infinite amount of locations.

    If only there was a way to dynamically create a new "layout" during runtime, then state saving would be just fine - but I'm going to have to shuffle locational data in a single layout, hence my pending headache.

    *EDIT*

    So after my 500th attempt at trying to understand the dictionary object, and the way to combine it properly with NWJS file access... I have made a fully workable save and load system - which makes me a happy camper. I would expect things to move along rather nicely from now, as this was really one of my major hurdles in developing the game in the way I wanted it to work... yay for my 2d cardboard cut-out brain.

    ~Sol

  • If it's just one bullet, I wouldn't be concerned with performance issues simply calculating collision.

    As already suggested, anything the bullet can "bounce" off of, just add it to a family and make a single event (if bullet collides with family -> do stuff).

    That would easily be the, easiest solution.

    If you had zillions of bullets, then using angle comparison might be better, but for a single bullet (or even 100 bullets) I wouldn't bother with a complex solution like that.

    ~Sol

  • So I finally got some time....

    It was a little easier than I explained in my example. Hopefully this capx makes sense. Please note it's not "perfect" because of my sloppy placement of objects, and things aren't power of two in size. If you make your sprites better than I did, it should line up nicely. It may also freak out if you try to go too fast with the bullet speed... so you may need to mess around with the offset amounts (use 2px instead of 1) if you're making things go super fast.

    Hope this helps - DOWNLOAD

    *EDIT*

    Just added some vertical sine behaviour to one of the terrain blocks to see how it would go - seems to work pretty good

    ~Sol

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  • Yeah, I have no idea what would be causing that or what the solution would be... maybe you need to have some code in the website itself to either change the URL of the iframe when it's closed to something that has no sound (like google.com) or some other method for muting the sound on the page (some javascript maybe?)

    Does this problem happen in all browsers? Maybe it's a browser specific issue?

    ~Sol

  • Yep I do a similar thing with zordering...

    If the "rotation" of any of my characters changes, it triggers the zorder function. When I had it running all the time, the impact on fps was horrible. My game went from having 100 characters at 60fps to having 10 characters at 15fps... making zorder only trigger when it's needed really sped things up as well.

    ~Sol

  • Awesome stuff, no problem

    ~Sol