Yozzik's Forum Posts

  • Hi. I'm creating some kind of Nibble (Snake) game clone based on the RexRainbow's Board (tiles) and Chess movement.

    I have main part and tail parts. The logic is that after every movement of main part first tail part moves to main's previous XY.

    And that's where i'm facing a problem: how can i make second, third etc. tail parts follow their previous tail part?

    Thanks for your interest and help.

  • My suggestions are:

    1. For the little bushes, use a separated layer which is below the characters.

    2. For forest and character sorting, group them as a family and use <For each (ordered)> and set expression to Family.Y + ascending, in the event set family object to top of layer.

    That's what i've tied already. Idea for bushes - done, thanks a lot, i really needed a fresh look.

    Rex has a Y-Z sorting plugin that just grabs everything on the layer. I dunno if it's more efficient than the FamilySort, but I hope so if you have lots of sprites.

    Wow, haven't seen it. Seems like this plugin does the same action jomo proposed, but i'll try. Thanks a lot. I'll post the result here.

  • Hi. Looks like there's no .cap here, but nevertheless you can think about tiles stored in array or rex_board plugin.

    You can make your figures move tile by tile of totally free (as in CoC), but in any way you should provide collisions and non-passable tiles (tiles where your walls and buildings are).

  • Greetings!

    Despite the fact i'm quite old C2 user, i still have a problem with Y-sorting and i'm really successfully procrastinate this problem.

    The game looks like a field of hexagons (each one is some terrain) of two principally different types: forest and not forest.

    Forest-type tiles have Z-order like this:

    Not-forest-type tiles have Z-order like this:

    Myobjective is is to create a function (or any other solution) to avoid graphical issues like this:

    At the moment i have a checkout on player figure hits the target tile, but it have issues that are not funny anymore.

    I will be very glad to see any suggestions and ideas, everyone is welcome.

    P.S. Game board is made with Rex's rex_board plugin.

  • Can anybody answer anything?

  • Hi again, scirrarians

    Since UI is one of the hardest parts for me and i keep constantly have problems with it, i wish to ask you a question: how do you move elements in game? In this case - popup with fading in and smooth floating (osX messages style). In other case - in-game cinematics or intro where objects should move to certain position and then stop.

    How do you control them? what behaviour do you use?

  • This plugin loads JSON file while the game is loading, right? How to reload a JSON during the game?

  • Tiles are made in this way to store information about the world (resource nodes and other stuff), so tiled background is not the decision (at least if i got you right).

    And yes, that`s really a lot of tiles. But i can generate the world once and than just load it from JSON by parts (for example only 2 "screens" around the player`s line of sight).

    MadFactory, you mean soft named "Tiled"? I can check it out but can i generate a random world in it?

  • And the problem is solved! :)

    <img src="http://taburetka-games.com/3.png" border="0" />

    <img src="http://taburetka-games.com/4.png" border="0" />

    P.S. Any optimization ideas?

  • Hi.

    My goal is to create an isometric map based on the array. I`ve got no problems with basic non-isometric tiled maps, but isometric one is harder.

    The result of non-isometric code

    <img src="http://taburetka-games.com/1.png" border="0" />

    for isometric tiles is

    <img src="http://taburetka-games.com/2.png" border="0" />

    Quite psychedelic and interesting, but not what i need now. :)

    If i was working on tiled map without arrays, the additional variable for spawning even/uneven rows could be the best decision. In my situation it is impossible or i have a lack of knowledge.

    That`s where i need some help: how to spawn the proper isometric tiled map with array?

  • Ok, i will keep going this way. Added 2 array "levels" deep today and it looks and acts pretty good. Thanks for you help.

  • Yes, that is quite efficient, thanks. So, as far as i see, there`s no way to put an array into array, yes?

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  • Hi.

    I`m creating a tile-based RTS on arrays (kind of Dwarf Fortress on C2 :) ). I`m a newbie at arrays, but no matter because i`m going to raise my skill.

    I`ve got a big array which is the "tiles" with sprites (graphic tiles) on it. Each tile (sprite) is a container with another type of an array - a "pile" of anything on that tile (grass, raindrops, elves, dorfs). Elves and dorfs must be arrays too, so i can store them like "body, clothes, armor, weapon and shield, enemy`s blood on the face"

    So, the logic is: tiles (array) -> tiles (sprites) -> items on tile (array) -> creatures (arrays).

    And the question is: how to put an array (creature) into the array (items)?

  • Hey, thanks a lot, that`s almost it.

    "Pick all Planet" doesn`t work, but "For each Planet" works perfect. All i needed is "Set All_Units to 0".

    Karma and love to you :)

  • Hi, constructers.

    I`ve got planets with units on it (instance "planet", variable "unit") and now i need to get a total amount of units on all planets (all planets are the same object). Can anyone tell me how to do this or give some advice? (like "go get some sleep" :))

    No-way-variants:

    Every tick - Set global\local variable to planet.units.

    Every tick pick all planets - Set global\local variable to planet.units.

    I`m not a new at C2 but, whoa, now i feel myself like a noob.