Waltuo's Recent Forum Activity

  • I'm studying the Tilemap Destruction example ( https://editor.construct.net/#open=tilemap-destruction trying to see if it would be possible to have two instances of the destructible tilemap on the same layout. I noticed that with just one layout-sized destructable tilemap, on large layouts the performance starts to lag, so having two (or more) strategically placed smaller destructible tilemaps would probably be more efficient. However I'm unable to get this to work with two instances of the tilemap, or even with just one instance if I set the position to be something other than default X 0, Y 0 (for example X 80, Y 0). Some tiles are still being destroyed, but not the ones overlapping with the created blast circle.

    I've tried several different things with varying results but none that work correctly with multiple destructible tilemaps or tilemaps placed at different positions on the layout. Any ideas on how this could be solved?

  • ERIK_KNYAZEV , you need to toggle the "Enable collisions" checkbox on from the character (Sprite) settings, then it will work.

  • This is awesome, thanks DarkViGaCi for sharing! Everything works very nicely and level presets are easy to set up & edit, great work!

    Some ideas that came to mind that could make nice additions to this template if you decide to develop it further:

    - Random seed value that would always spawn the same randomized level layout when the same value is set.

    - Option to have pre-determined level presets at set points of the level (could be useful for checkpoints, power-ups etc.)

    - Option to allow level preset to appear only once per level to prevent same preset appearing multiple times in the same layout

    - Way to set the level theme (different tilemaps) / difficulty (which difficulty level presets to use), maybe controlled by a variable?

    Just some ideas to consider in case you continue to work on this template:) In any case it's already very functional and cool way to create randomized levels as is. Thanks again for all your work and for sharing this template, it's very much appreciated!

  • gd80 See "Blend Modes" and "Mask Effect Puzzle" examples from the Construct 3 Start Page "Browse Examples" link, you can probably achieve what you're looking for using the same technique.

  • Huge thanks for taking time to help out with this dupuqub ! I will take a better look on the project file later today when I'm back at my desk, but on a quick glimpse this looks like a simple yet effective method for the picking and seems to solve the issues I was previously having. I will definitely test this method further with my game and see if it works in the grand scheme of things, but I'm hopeful it will. Thanks again!:)

  • Hi dupuqub , thank you very much for looking into this! I tested destroying and spawning a new cube instead of moving the existing one and it does indeed work, but the cubes in my game have quite a lot of variables with set values that need to be carried over, so I would ideally like to just reposition the existing cube to keep everything working (without adding extra events for setting the values again for the new cube).

    I'd also like to find the cause of the issue and fix it instead of working around it, to both learn and avoid similar problems in the future. However, if I'm unable to find another solution, I will probably do what you suggested and use the destroy and respawn method, even if it means some extra events in my code to keep the cube values/settings. Thanks again for your help!:)

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  • Hi, I'm having problems with cube picking logic in my game.

    PROBLEM 1: My platform player character can pick up (and put down) cubes and this is somewhat working, however I'm having some placement issues when multiple cubes are stacked on top of each other. I'm spawning a checker sprite to look for overlap with cubes to pick the right one from the stack and this seems to work. However, when I move and pin the picked sprite to the player object, all the cubes above the picked one in the stack are moved around as well. I'm pretty sure this has a simple solution I'm not realizing, but I'm having a hard time figuring out the issue and none of my attempts to fix it have been successful.

    PROBLEM 2: This is a lesser issue but still concerning, if PushOutSolid behavior is set to active on the player object, all the cubes and player freeze on level startup and are unable to move (even though player object isn't overlapping any solid). I have no idea what causes this and would like to find the issue and fix it, as this might cause problems later on.

    Here's the C3 file with both problems showcased and explained on their own layouts:

    drive.google.com/file/d/1PMmiP1z9dRThKaHKMTIDTT3_g58ib0ic/view

    This is currently a pretty big blocker for my game, so if anyone has time to look into this, help is very much appreciated! Thanks!

  • Hi, welcome to the forum! You can fix this issue by moving the visibility actions to sub-events like this:

  • dop2000 PERFECT, that works exactly as needed!:) Thanks again for your help, it's much appreciated!

  • Thanks dop2000 ! I ended up going with a simplified version without tilemap for the time being, using a combination of small sprites, checking if there's overlap and some distance calculations, it should be enough for my needs for the time being :)

  • I'm trying to make a rotating sprite (controlled with left and right key) which would have it's rotating angle (max degrees to left & right) limited/clamped by the set variable values. I thought this was going to be a quick task but I've only managed to have one of the limited directions working, this seems to be due to going from negative to positive angle value or vice versa, but I'm having a hard time thinking how to solve it:/ Can anyone spot what's the issue with the events and how it could be fixed?

    C3 file:

    https://www.dropbox.com/s/9uvwp7rfztj0jsc/rotator_angle_problem_v2.c3p?dl=0

  • Is there a way to have a wall sprite with a solid behavior and have another moving sprite overlay it acting as a mask, also masking part of the solid/collision area of the sprite simultaneously (so the mask would affect the wall "shape" also for collisions and not just visually)? Or is there another method which could achieve something like this? Maybe a tilemap with small tiles instead of a single sprite?

    Trying to see if this is possible in C3/C2, any tips and ideas are welcome :)

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Waltuo

Member since 7 Jan, 2015

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