General J's Recent Forum Activity

  • Here's my dilema that I'm sure everyone who's made a complex NPC has had in their time.

    Initial sprite gets destroyed, spawns a new sprite and a rotate point sprite.

    Sprites start rotating around that rotate point.

    It works perfectly fine.

    Add a second enemy. Kill the first one. Destroy behavior works as intended and now the sprites are rotating around the rotate point sprite.

    Kill the second enemy. Now it wants to rotate around the rotate sprite but instead of rotating around the newest rotate sprite it rotates around the first one. Screwing up the intended effect.

  • What do I put in for DesiredX?

  • This is what I'm pretty much trying to achieve. The origin point and the axis to which the sprite rotates at need to be separate image points. How do I accomplish this? Can Pins be used if there's not a simple function?

  • Is there a Plugin at all? Anything?

  • Thanks! I spent the day reading that and although it has helped me along well in my progress of a Proc-gen system, it still doesn't answer my initial problem.

    I know now that Creating a new layout for every new cell is not ideal. Rather I'd like to create a dictionary or array to do this instead. I still don't know how though. I know how to work with both when it comes to individual values but not complete game data.

    My issue is: imagine that plugin generating a whole layout with rooms and such. Then at the end of said level a door opens up to a new "cell" that's completely regenerated and procedurally made. Now the player is required to go back to the first randomly generated room. This is what's stumping me.

  • I know it's just I've searched both resources and I couldn't find any on my own is the issue, hence the post :u

  • I'm learning how to accomplish randomly generated layouts for my Rougelike project. I believe I can figure this out on my own.

    However, I want the player to eventually leave that one "room" and advance to another room that is also randomly generated. I also want the previous room layout to be saved so they can return to it. I believe that the best way to do this is make every new room a new layout. How would I accomplish this though?

  • I have a Layer with a SnanLines effect set at '2'. It is supposed to look like this, and does look like this in the editor preview:

    However, in the exported NW.js, the width of the ScanLines are completely off and changes what the intended effect is supposed to look like:

    What could be causing this, and how do I fix it?

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  • Making a game that is going to be it's own application using NWjs.

    How do I change the default NWjs application symbol that appears in the taskbar and in the upper lefthand corner to something else?

    In addition to that, when you open Task Manager the application is just called "nw". How could I change the name of that to the name of the game itself?

  • Thanks for the tip! That really helps.

    Wish this could somehow work with shadows and lightcasting though.

  • I want the lines in my project to look as sharp as possible. The most noticeable aliasing is coming from the player sprite, which is a 32x32 square. It rotates freely around, and these jagged edges are a bother.

    The only thing I know that's related in C2 to aliasing is Point vs. Linear sampling. I can't even tell the difference because the sprite is so small. Is there anything I can do to improve the AA, or am I stuck with what I got because of the sprite size?

  • Thanks!

    Any reason why Request Fullscreen isn't in the NWjs Object though?

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General J

Member since 23 Dec, 2014

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