Windwalker's Forum Posts

  • It's not that hard. Use an array. Different values in arrays could mean which room to load. "0" would mean no room there.

    Then you can make a nice loop to check for each array location to check neighbouts, and if 0, no door there. If not 0, there is a door. And to which room that goes is defined by the neighbours "number".

    Only difficulty lies in rooms that have more than one doors towards same direction. Imagine a large room with two exits to right. For this to work, the large room itself should take two "squares" or "positions" in the array.

    Or you could use a 3D array perhaps?

  • could you further talk on this of you have the time? A couple weeks ago I tried to the same thing but failed. Imagine an enemy in the secret place you want to "find path" and "check for collisions" with other elements in the secret place. But since the secret place is on another layout no one is moving until you go to that layout, even if you include it's event sheet? So you can "goto secret place layout" but then main "layout" stops, and you just can't run both of them together.

    The way to solve this was to mathematically model all the behaviours and events in both the secret place and the main area in an event sheet, and update each tick. Upon entering the secret place you draw secret place objects, and upon exiting you draw normal place objects.

    Which was borderline impossible/unneccesarily long to implement and debug.

    v00d0, what I did to solve my problem can be described as:

    1-)Use a large layout

    2-)Use a global variable to keep current location ie outside, inside secret place

    3-)Place your secret place sprites somewhere in the layout, way far from outside sprites

    4-)Define camera limits for outside and inside

    5-)Switch player location and camera when entering/leaving the secret place.

    I hope I could describe it :)

  • Creepers just a humble advice: if you are not already doing so, use a rather small, invisible rectangle sprite for all your character interactions, such as collision checks, arranging angle etc. Then pin your animations sprites on top of it. This way it's easier to arrangle angles, do stuff, and prevent some jittery animation/collision bugs. A good idea is to place the origin point of the rectange to bottom mid. Thera re nice tutorials from reddit university on youtube where this is explained thorougly. And please forgive if you are already doing all these :)

  • You could put all sprites in a layer into a family, and use for each "family layer 1" set time scale to x. I think...

  • Thank you -Silver- for a while I was sure you got the win. Effort surely counts but your art was so mesmerizing!

    You know, it was so good, in fact, I though it would look so very good instead of my own titlescreen/menu :) And imagine Blossom in your tree instead of my circuit-board tree!

    It's late into the night now, I will write more about the game tomorrow, now that the competition is over. I intend to polish it and put it into arcade, facebook and into mobile stores if possible.

    tulamide, thanks for this great opportunity, though submissions were not much in number, it still was a thrill for me and I really, really learnt alot. It's first time I designed such a simple game, and yet it surprised my how much effort still goes into it.

    Hope the best for Blossom too, least we know she will never get bored now with so much possible journeys with it:D

    -Wind.

  • Sebastian, nice concept and theme! Any gameplay videos yet?

  • Is it possible that mouse cursor's top left pixel is used for is over action, and thus at the moment it's not actually over any of the buttons. And your conditions check for state of change only when mouse is over one of any of the buttons?

  • It looks cool :)

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  • Ashodin Oh yes! Awesome!

  • Phobos002 it's awesome to boot!!! You doing it with c2?

    Giving it 3D support of any degree will not help you create better games. Imagine all the awesome 2d games out there that players enjoyed alot and also sold enough to make their creators happy. It's not about how many dimensions it has. I am pretty sure a good mind can make a best-selling 1D game. (pseude 1D, that is.)

    If you still want 3D, there are alot of frameworks / programs out there that do it. Just pay their price and do it.

    And Construct 2 is awesome to boot. I am working on something extremely complicated for about a month now, and it's helping me in all fronts. It's a great combination of ease of use and power. Giving it 3D will probably break that balance.

    And if you still want to use a 3D model, you can pre-render it to 2D and use it. I know it has limits, but it works.

  • Great great! Why don't you also try the "To hell and back (barefooted)" difficulty and see how even a trip to hell can become a source for joy :D When you change the difficulty, the probability of good things to bad things change, as shown in the main menu. You can still get lots of good things if you are lucky in hell difficulty, or you can get a lot of bad things in "easiest cakewalk ever" difficulty if you are unlucky, though :D

    And who will be the one to beat me in my own game? In "normal everyday sturggle" difficulty, my record is 2705 joy!

  • Or you can find a pathto the door first, destroy it, then find the path to players?

    This is really exciting. I better get some games ready for this :D

  • It is done! I have posted my entry to the submission post. I hope Blossom enjoys it as much as I did. After all, she can get to many, many journeys by it and see the marvels and disasters of the world :D

    -Silver- it looks awesome!