teacherpeter's Forum Posts

  • Right now I have music playing in my game. It starts at the main menu, and that's great. It continues into my second layout. Then, any new sounds in the second layout and beyond won't play, but the music keeps looping successfully.

    If I just test the second layout, where the gameplay happens, when I do things like collect coins, the sound will successfully play because the music isn't playing. But if the music is playing, specifically when the music plays from another layout first, it undermines the attempts of the other sounds to play.

    How can I fix this?

  • Yep, I'm going to post a big update with that fixed, coins, and an item shop in the next few hours. Thanks for checking out my game!!

  • newgrounds.com/portal/view/632635

    LINK CHANGED, NEW VERSION UP

    Please check it out and, if you don't mind, leave a 2 or 3 star rating at least so I can stay on NG!

    It's not much but I am proud of it. I worked on it for almost 3 hours this morning and it's finally finished.

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  • So when I exit the room I save the game twice? And why is one in "" and one isn't? One is a string and one is a variable? What does that do, though? I understand I need the game to save my rooms every time I exit, but I just don't understand what's being said to me, honestly. What I really need is for someone to talk down to me and break it down as simply as they can. This is like Week 2 for me having this software.

  • Cool, thank you! I think I just don't quite understand the way you suggested earlier. What about "my way"? Would that work/be feasible in terms of memory?

  • Also, what is meant by "family"

    and yes, I do have multiple instances of the same object on every layer, so that's where the trouble comes.

    Another way might be to create a separate object for each layer and reuse the same sprite and properties, but would that slow my game down? Or would it not have a noticeable effect? Because that seems like the easiest way...

  • Why wouldn't it be this simple?

    And thanks for doubting my ability and experience.. :p

    Sorry about that inconsiderate comment. I can see that you're very experienced and I'm not. You may very well be correct, but when I tried to implement your suggestion it didn't work. Probably I'm just doing it wrong. I need to find a way to group the objects I think before it'll work.

  • Thanks for the idea, but I don't think it's going to be that simple. I'm struggling with this... I may have to resort to posting my file later, but I'd feel more comfortable doing it privately if someone with a lot of ability and experience could advise me.

  • What does it mean to set a flag?

    Right now my game randomizes the layout of my dungeon room by randomly selecting a pre-designed layout, which has its own dedicated layer, and setting the layer to visible. Unfortunately, it doesn't make the objects solid, obviously, so I need to find a way to (hopefully easily) make all objects in the visible layer solid too. Also, for the purpose of saving memory, I should probably delete all the other invisible objects as well. So... is there a trick for deleting the contents of an entire layer all at once?

    So that's two questions:

    1. Make all objects on a single layer visible

    2. Make all objects on the other random layers deleted

  • I'm trying to implement this now, I can't get the save/load function to do anything. Furthermore, I don't understand the string "room" and the variable RoomNumber. Why do I need two of them to be saved?

  • So I have these layers, and they're invisible, but I want the layers to at some point become visible and I want all objects on that layer to become solid at once. Is there an easy way to do that?

  • Thank you, this should do nicely!

  • Interesting. This is pretty much exactly what I did to get my random dungeon.

    I still need to know how to make it save the "room" left behind as it enters a new room, so it can be returned to.

    Right now the entire game is one layout. That layout is a room that generates doors, hazards, and monsters, but I need the doors to lead to a new instance of that same layout, which will randomize again, and so on. If I can figure out how to get from one layout to another, and save all previous layouts, then I'd basically have this game in the bag.

  • How could it be done? On every other aspect of randomization I've got it down. I know exactly how I want to have my dungeons generate, but I need a map to chart rooms as you discover them. Think "Binding of Isaac" style of dungeon and map.

    Is this too big of a question? If someone knows how to do it, just let me know, but if you have some ideas, maybe you could just point me in the right direction, since I also kind of want to figure it out for myself, at least partially.

  • Do they waste a lot of memory? If I have lots of invisible objects lying around (say 50 or so), does that use up a significant amount of memory? Enough to cause slowdown?