Proxymity's Recent Forum Activity

  • Hi guys,

    somehow I am thinking too complicated to get a simple Task done (resource friendly, at least).

    When the Player presses the "Action" button/key, he should hold it for X seconds, untill the function/Action is executed.

    How on earth is this doable? Do I really Need a variable for it? Tryed Things with "wait" Action, but I think "pausing" isnt really what I Need here...

    Can someone blow to the back of my head, please?

    (Sorry for the grammar, Edge is Messing other languages than System language up..)

  • Hello, I'm want to know to make a player clone, which has the same animations and behaviors, copy the moves of the player, but with a delay, for example, when I move to the left, wait 1 second, and the clone do the same thing, and this with all the basics movements and custom movements I created.

    Do you have played Super Mario Galaxy or Super Mario 3D Land? The mario clones that follows mario and do the same moves, i want to do something like that but in 2D.

    How to do?

    (Sorry for my bad english )

    You should take a look at this post:

    Also, check this one out:

  • Hi again,

    I modified it a bit:

    [quote:1otlqm8p]http://www.proxy.wtf/construct2/capxs/Sidescrolling.capx

    (Camera movement provided by:

    Subscribe to Construct videos now

    )

    R0J0hound, would you even recommend using tilemaps in such a Project? In the end the ground isnt animated, but it should be a detailed graphic? Is there a difference in Performance, when it Comes to "big tilemaps" (detailed groundtextures) instead of just putting in sprites? The borders are limited, not endless, but I havent got enough experience to decide, if it is even noticable in that case. Even through, working with sprites could be a bit more Handy.

    The empty spaces in the left-generation-part are fixable with a bit of math - havent done that yet.

    Have a great Weekend,

    Tan

    (once again: sorry for the spellchecking and autocorrecting from my browser, it doesnt wants me to write in other languages except the OS one)

  • If you design the starting plain in the editor then it's just a matter of creating other terrain where the plain ends.

    Let's consider creating the terrain to the right. You'll need two global variables for the X and y of the end of the terrain. You can set these values manually. Next you'll need a global variable to keep track of a random number. Your events could then look like this if each terrain piece was an object. Note the "---" means the event is a sub event.

    Global number X=400

    Global number y=409

    Global number terrain=0

    Start of layout

    Repeat 10 times

    > set terrain to int(random(3))

    --- terrain = 0

    --- > create forest at (X,y)

    --- > add 200 to X

    --- terrain = 1

    --- > create hills at (X,y)

    --- > add 300 to X

    --- terrain = 2

    --- > create grass at (X,y)

    --- > add 400 to X

    Start of layout

    > create right_cliff at (X,y)

    This is also assuming the values added to X are the width of the objects and the hotspot of the objects are positioned to the left.

    Anything more deluxe can be done in a similar fashion. For instance the terrain could consist of multiple created objects or you could even set tiles on a tilemap is you so desire, just be sure the tilemap is wide enough.

    Hi R0J0hound,

    thanks for this, great and slim, solution! This is pretty much exactly what I needed! Tryed it out with a Little example - later today I gonna test it out and will upload the *.capx. maybe others will find this helpful, too!

    Thanks, again!

    Have a great Weekend,

    Tan

  • Ill throw a look on it.. thats a possible starting point, thanks again!

    Have a great weekend,

    Tan

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  • Here is the capx,

    Just have it spawn things every time the player get's sent back to the left of the layer

    https://onedrive.live.com/redir?resid=E ... ile%2ccapx

    Hi ryrydawg!

    Thanks for your answer and the *.capx! Already thougth, no one would answer <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Yes, the idea of it is what I wanted to do - but sadly I cant use it for the Project. Problem is, that you have this "fixed Screen" - I would like to include a dynamic camera, showing the area infront of you (when you turn the direction, camera is moved). In the end, the world Generator should build to right and left side. The Code for Building even one side is tricky (cant figure out a solution which doesnt Impacts the System too hard (if there is one!). I want to publish it as a universal app for Win10 (so it will mostly be on mobiles, for me to Play <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> - and others). I dont care ressource-managing for Computers, but maybe on 512mb devices it may get laggy, when you have 50 areasprites to the right and 50 on the left... plus sprites for characters (npcs), particles for atmospheric effects, enemies and projectiles, etc...

    [Off-Topic = 1]

    I never build something in C2, I like making math-systems like a skilltree with many different stats which Impacts on others in combination (Dark Souls- Series, the best "modern" game ever... <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">) and combat calculations, etc... Ive made tons of "tech-demos" from different Elements of the game (crappy graphics, Im not an Artist nor do I have the skill to just make it "quick and dirty" - but now, when I finally enhanced every element to a state where I am ok with it, I stand before such Problem, and Im not able to solve it <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

    [Off-Topic = 0]

    If everyone has an idea approach, I would be very thankful...!

    Have a great day,

    Tan 'Proxy' E.

  • Im Feeling free to *push*

    No one gots an idea? Or is it that simple that Im too dumb for it?

  • Hello Reader!

    Somehow I cant figure out a rather "simple" Task.

    What I Need/want to do is: you got a start Position. The game operates at only 1 "layer" (means: no hills or something. The character stands on an even platform across the whole map). The start/spawn is always "the same". On triggering "new game" the world is created, before entering it.

    Now the question: how is it done best (tilemaps possible??) to create a world based on random numbers - e.g. number 1 is a plain, 400px in width, nr. 2 a forrest, 600px, nr. 3 a Meadow with a Little tree in the middle, 200px in width, nr. 4 a Bridge, 800px, nr. 5 a rocky area, 500px, etc.

    Now the "world Generator" grabs on "new game" (for example): start,3,3,5,1,3,2,4,etc. (lets say, there is a Maximum Count... lets make it 10 different Areas, then there is a huge mountain or a very big forrest, where you cannot pass.

    Best described by the (great, but sadly not rich in Features/Elements "Kingdom" (

    Subscribe to Construct videos now

    )). When I say "Kingdom", Im not wanting to clone it, but the gameplay itself (or the "backende") will be similar to it (watching the Trailer above describes best, what I want to do :s).

    How is this doable the best way? Cant figure out how this should work with tilemaps (unless you cant randomize them in a way, or am I wrong)?

    Thanks in Advantage!

    Have a great day,

    Tan 'Proxy' E.

    P.S.: sorry for my spelling - german Edge Browser Features a nice spellchecker, that is somehow racist - it only knows german and wont let you choose other languages nor let you write them without Messing it up... thanks Microsoft <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • Take a look at: https://www.scirra.com/store/games-with ... e-game-666

    Its really worth its money (bought it myself). This WILL help you with everything you need in a clicker game.

  • Servus!

    Depends on which kind of tutorials you are going to make. The Scirra YT series are very nice; if you plan such ones (maybe splitted into parts) I think you may have success. Maybe providing a *.CAPX example - or better - linking a tutorialoib@scirra tuts in the video description where the viewer can download the ressources.

    Tutorials are always good - in different languages even better. Even when you already know how to get the tutorial done without watching it, its a nice way to may learn better/improoved ways how to code; thats what I like most in tutorials

  • > Hmm I think what you need (in that scenario) is a server. When using the multiplayer feature, you can script a host version of your rooms which runs on a server (for that you will need a own server or someone who got one) - your game itself has actually only the client-sided code in it which isn't able to host something. I have seen this in a multiplayer example somewhere with the possibility to see other players and join rooms - worked perfectly.

    >

    yes i was thinking on that myself also last night after i replied .. but only switching the host to someone else... there is no need for a live server... that wold solve it.

    not sure how to do it though... il try make some tests on the official chat-room .. if that works.. it will be so awesome... cause people will think the Room is always on.. but actually is not..... its on as long as 1 guy is there.. its a bit confusing the condition and events inside of the example files.. they all say same thing.. if

    multiplayer.alias = myalias set me to peer

    multiplayer.alias = myalias set me to host i mean WTF? where is the logic lol...

    ah never mind i think i found a topic that was long time ago posted, about host migration.. i think thats what i need

    I knew it would be somewhere in my bookmarks - take a look at: https://www.scirra.com/tutorials/1003/page-1#tuttop this may help you <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> (example *.capx files are included!)

  • Hmm I think what you need (in that scenario) is a server. When using the multiplayer feature, you can script a host version of your rooms which runs on a server (for that you will need a own server or someone who got one) - your game itself has actually only the client-sided code in it which isn't able to host something. I have seen this in a multiplayer example somewhere with the possibility to see other players and join rooms - worked perfectly.

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