valdarko's Forum Posts

  • notnsane nice o/

    i have a question: the splitscreen with paster work well with the tilemap object? (if i remember correctly this split screen isn't possible with the canvas if you use the tilemap object)

  • burningcake

    soon, i want to make the basic features before a launch for test

  • a roguelike/action

  • those sites have bots that track files from game sites like kongregate, gamejolt etc... there is little to do when this happens

    but what you can do to take advantage of the situation is this:

    -always put your credits INSIDE your game with a image and not with a text, it can be below the title in the title screen

    -for .exe games, make the package separated; ex: linux version, windows version etc.

    -read this tutorial: https://www.scirra.com/tutorials/860/si ... ame/page-1

    -put information about where you upload your game, ex: this game is being updated on gamejolt etc etc, please download from there before report any bugs etc etc...

    i think there is more you can do but you will lose your time if trying to combat this stuff, is better to think on creative ways to make ppl aware that this is your work and how to help then find more of it and support your work

  • i'm making a roguelite action adventure game with procedural generation while keeping track of my process in a devlog

    Devlog here: http://www.gamesfoda.net/forum/index.php?topic=402.0

    only in portuguese for now, but i'm planning to make a tumblr with a english translation of my steps

  • justifun

    geez, nice and simple, thank you very much man

  • justifun

    those lines are there because i mess up the image, the tiles was 32x32 but i needed a 16x16 so i just resize then for a small size, no big deal since i'll change it later

    if you have a capx with a example it would be great, thanks

  • well... i think i solved but still needs a lot of work

  • justifun

    i tried your method but i think the way i handle the code cant support this approach

    its uses a local variable to upade the tiles

    but i need a way to check the tilemap and place a iten above the especific tile type, geez... i have a work around but if you guys have any clue to solve this, then it would be nice to try it

  • linkman2004

    justifun

    it works like a gem, thank you very much!

    and yes, it spawn a lot of squares(about 30) at random locations with random angles that erase overlaping tiles and then when the tickcount hit 20~25 the bitwise function update the map

    since i'm not very good with math i have to use this kind of "duct tape code"

    the good thing is that is simple and i understand what is going on

  • hey guys, i'm making a roguelite platformer and i have this problem to place objects and populate the map

    i'v manage to make the procedural generation of the basic platforms, but my problem is how to place objects inside the map

    using a tilemap with 16x16 tiles, how can i spawn a object at a random place but relative to the grid (16x16)?

  • R0J0hound

    thnx for the reply man, i think i have no choice then

    but i have found a solution so is not that bad, thnx again

  • R0J0hound

    the canvas plugin have problems with the tilemap object?

    i'm trying to do a splitscreen drawing a second screen but i'm using a tilemap for the map, and keep getting the javascript error line206 (col20)

    it works well if there is no tile on screen in the tilemap

    update:

    it didn't draw the tiles from the tilemap

  • again³

    the scirra multiplayer object has nothing to do with connection speed or capacity; it uses a peer to peer connection which means that the first player to connect is the host, then the host connection dictate the number of players/performance.

    now then... if you want to make a online multiplayer game using construct, the best option is the multiplayer object since is good and ready to go; but if you want to build a game with a "server", you will need to setup one outside the C2 and program a way so the server is always the "first player" to connect, meaning the server will be the host

    my best advice is to make a small game using the multiplayer example inside C2 and see how far you can go with connection P/P to see if is doable, like a proof of concept so you dont spend months and discover that no one can play it because of lag

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  • Kyatric

    done o>