heliogame's Recent Forum Activity

  • Cool you can remove that file now. I don't know how it could've worked before but you are trying to create the player with platform behaviour inside the marker object at xy. Better you give it some space so changing to marker.y-20 should work well enough.

    Indeed strange how it worked before, thank you very much. I uploaded the game on Arcade page scirra.com/arcade/puzzle-games/erased-38655

  • here you go

    dropmefiles.com/H2SyD

  • No, the marker is not moved at the start

  • Everything seems to be fine

  • Hi guys

    When I create a player on a layer using spawn marker

    , my player is set at the edge of the tile which is very bad. He is falling down when you start moving.

    I need the player to be placed just right above the tile, not at the edge of it.

    This operation with spawn marker worked perfectly 2 years ago when I uploaded my game supercoloring.com/erased-puzzle-game You can see everything works fine.

    When I open construct project of the game now, I see that spawn marker placement is not working anymore.

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  • Hi Players,

    Let me introduce my puzzle game ERASED. Enjoy your adventure!

    http://www.supercoloring.com/erased-puzzle-game

  • Quick test :

    You get an HTTP404 error on Edge

    (XHR)GET - http://www.supercoloring.com/sites/defa ... /intro.m4a

    and the following error :

    WEBAUDIO17014: Decode Error: Stream specified is corrupted or not supported.

    Hope it helps...

    Thank you, it helped. Intro.m4a was absent so I added it. As a result, the game worked in Safari correctly.

    In the Microsoft Edge, it worked as well but partly. The player is now accelerating too much ( it is like on ice ) and some sounds are not producing or modified ( like the player shooting sound is now more surd).

    Should I let it go blaming the Edge or there is something more that I can do?

  • Can you post a link to your exported game so we can try out as well?

    sure http://www.supercoloring.com/erased-puzzle-game

  • Hi guys,

    I published the game as HTML 5 on web (Version 2.40, minified, not full screen, embedded, not using any plugins, do not have any errors in the panel). It works great on all existing browsers except of Safari (ios) and Microsoft Edge (windows 10). Safari and ME load the game fully, show my 2-second logo intro animation without sound, and then freeze the screen (inert forever).

    My question is:

    Do you think that a new version of Safari and ME will probably make it work later? or it is the problem of C2 engine to run correctly games as HTML5 on Safari and ME browsers?

    Did C2, published as HTML5, work in Safari (ios, not mobile) and Edge earlier or it was always like that? Thanks.

  • This is the case #1:

    1) Bullet hits a tile >> Action

    2) Bullet hits a tile 2nd time >> No Action

    3) Bullet hits a tile 3rd time >> No action

    .....

    8-12) Bullet hits a tile ( choose randomly lets say between 8th and 12th time) >> Go to 1)

    What do we use in this case, what you think?

    The case #2:

    Bullet hits a tile >> Check

    Check1 >> True

    Else >> Choose randomly between X actions ( Action 1, Action 2, Action X, No action)

    Check2 >> True

    Else >> Choose randomly between X actions ( Action 1, Action 2, Action X, No action)

    Check 3...

    Here, I use Local number Which = 0 .

    If I need to make something happen more frequently , lets say I increase the chance that TurretBodyAbove will be created, I do the following

    If I need to reduce the chances of actions within the roll , I do the following

    Is it correct? Are there better ways to do that?

  • >

    >

    >

    > >

    > > Here, we should again to check for location of tiles around each tile of Tilemap1. If any of 5 conditions 1)X,Y+1 2)X+1, Y 3) X-1, Y 4) X, Y-1 5) else is satisfied, we would set particular tilemaps to a tile (X,Y) .

    > > The problem is that there is no overlapping here, no interaction with a tilemap1. How can we randomly distribute tiles of many different tilemaps on a tilemap1 without knowing the coordinates of each tile?

    > >

    > >

    > You need some sort of condition to know where to place the tiles. So placing them without knowing under what conditions you want to place them is not possible. So you have to have some rules.

    >

    Ok, but at least can I identify tiles around the hit without setting them at the particular coordinates as you showed in your sample with cactus? The problem is that if I set every tile at the start of layout to design the level I will spend days and nights.

    So, let's say we have Cactuses ( tilemap) and green tiles (tilemap2). When bullet hits cactus , I need to know if there are other cactuses and green tiles around the hit.

    I worked on it using your sample but it seems that C2 does not understand this part

    As a result, it does not recognize tiles around the cactus.

    CapX

    https://www.dropbox.com/s/apt75015upl1s ... .capx?dl=0

  • >

    >

    > CapX:

    > https://dl.dropboxusercontent.com/u/109921357/Collision%20test%203/Collision_test.capx

    >

    >

    > >

    > >

    > > CapX:

    > > https://dl.dropboxusercontent.com/u/109921357/Collision%20test%203/Collision_test.capx

    > >

    >

    nimos100

    Great tutorial!

    1) It is strange but when I shoot at the TilemapBoxEnemy, i got Tilemap1 cells generated around it instead of replacing a tile of TilemapBoxEnemy with a tile of Tilemap1. "Text" indicates if there are some log changes.

    Before shooting with Bullet2Player

    After shooting with Bullet2Player

    Here is my code

    Object coordinates defined and converted

    Bullet coordinates defined and converted

    2) I would want actually to complicate even more the code by adding another sub condition with comparing instance variables.

    Visually, it would work in that way:

    The bullet2Player overlaps TilemapBoxEnemy.

    If there is a TurretBody around a tile of TilemapBoxEnemy, the bullet2Player is just destroyed.

    If there is no any TurretBody around a tile of TilemapBoxEnemy, the bullet2Player is destroyed and we check if any Tilemap1 tiles surround a tile of TilemapBoxEnemy. Depending on the location of Tilemap1 tiles we set different tiles to tile of TilemapBoxEnemy. For instance, there is a tilemap1 (X, Y+1 ) in relation to a tile (X, Y) of a TilemapBoxEnemy, so a tilemap1 or tilemap4 replaces randomly an overlapped tile of TilemapBoxEnemy.

    Tilemap1 replaces a tile.

    or

    Tilemap4 replaces a tile

    or any other tilemap replaces a tile indicated in a random basket of tilemaps. Here I wonder how can we control a random frequency of a particular tilemap appearance.

    So the code of the additional sub condition is the following

    3)

    To continue a topic about random tilemaps,

    let's say we created the level which consists of arranged tiles of Tilemap1.

    Can we on start of layout to set random tiles of other Tilemaps to Tilemap1?

    For Instance, on start of layout some tiles were changed

    Here, we should again to check for location of tiles around each tile of Tilemap1. If any of 5 conditions 1)X,Y+1 2)X+1, Y 3) X-1, Y 4) X, Y-1 5) else is satisfied, we would set particular tilemaps to a tile (X,Y) .

    The problem is that there is no overlapping here, no interaction with a tilemap1. How can we randomly distribute tiles of many different tilemaps on a tilemap1 without knowing the coordinates of each tile?

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heliogame

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