svd91's Forum Posts

  • Here's the topic where go faster's approach was devised.

    In the linked post there's a capx. Events 6-9 move the tiles. The recalc variable is just a flag to tell the tile to re-lookup if it's a wall or not in it's new position. The most complicated bit is how the level is generated. It uses a array of random values and then does some interpolation with those values so that any position can be checked on the layout and always be able to get the same value. There's a perlin noise plugin that would greatly simply this.

    Hi,

    sorry for the late answer. I was busy the last few days..

    Anyways, after looking through the capx, i came up with this(well, almost just copied ):

    [attachment=1:3pkwld49][/attachment:3pkwld49]

    Works great, thank you very much:)

    The only problem i still have is that some tiles are still solid enabled but shouldn't(and white spaces on the sides, almost like the game isnt updating anymore). Any idea why?

    There the capx:

    [attachment=0:3pkwld49][/attachment:3pkwld49]

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  • Every tick, move all the tiles down by ScrollRate * dt, or maybe give them all the bullet behavior, moving down.

    Pick the TIle with the lowest Y value. if that Y value is higher than zero, use a loop to create a new row of tiles at Yvalue-32 and randomly assign them the same way you already do.

    when a tile has Y > layout height, destroy it.

    Why should i give them a bullet behavior? Doesnt that mean that the tiles would move down all the time?

    How dould i pick the lowest value and create a loop? I know what you mean but cant figure out how to create this event.

    One approach I've used in the past is create enough tiles to cover the screen and create no more. I then used a large array to store the generated level and hide and disable solid for eny empty tiles onscreen. When you scroll around as normal the tiles that move offscreen are then moved to the other side and updated from the array.

    Another idea could be to use the tilemap object if it's acceptable to have edges.

    Thats what i was thinking. I already create the level with an array. But i cant really move them to the other side like you described.

    Tile(Y<0) -> Tile(Set Y to OriginalWindowsWidth+32)

  • luisgmolina

    Thanks, I attached it

    bladedpenguin

    Yes, but I need to generate more tiles if the player is moving, simply changing the place of the existing tiles isnt enough

  • Hello,

    Im asking for a tutorial to make an endless level like in "go faster". In need help with the scrolling.

    What I have:

      An Array "Level" A Sprite "Tile" with solid behavior(initial disabled) A Sprite "Player" with Platform behavior.

    My Code for the initial level generation:

      System(On start of layout) -> Create object Tile on Layer 0 at Level.CurX*32, Level.CurY*32 Level(For each XY element) System(On start of layout) -> Set Animation Frame to random(3) System(For each Tile) System(On start of layout) -> Set Solid Enabled System(For each Tile) Tile(Animation Frame =2)

    So how do i make the level scroll? Any advice where to start?

    thanks in advance

  • go faster

    Great, is is what i mean:) Rather unique gameplay(at least i havent seen something like that) but still really simple mechanics. Thanks

  • Yes sure, i could make an other flappy birds clone, but im looking for something "new"

  • Well yes thats why im asking.

  • Hello,

    I want to create a game with an endless random level heneration and simple game mechanics. Something like ZigZag.

    Maybe physic based or even a puzzle like 1010!(Although here it is not the level that is random, but the game tokens).

    Anybody got a cool idea or more games like this for Inspiration?

    thanks in advance

    Edit: I see i cant post URL's. But you can look up the games on YouTube by searching for their names