svd91's Recent Forum Activity

  • add an invisible object with scroll to behaviour and let it move to that point, for example "on collision with cannon"->player.scrollto disable, set cameraobject.position to player, cameraobject.scrollto enabled, cameraobject.bullet set speed 5, set angle to angle (object, cannon)

    Thanks, but it doesnt seem to work well. If i enable the bullet behavior the cameraobject moves and doesnt stop(which is the supposed to happen for a bullet). It doesnt really solve my problem. I need a "Move towards position(Cannon.ImagepointX(0),Cannon.ImagepointY(0)) i guess

    I like to put my scrollto behavior on a separate invisible object and then just lerp it's position to the players.

    I only use it if I need screenshake or want to track multiple objects, though. If you don't need those it's easier to just go through system and lerp your scrollx and scrolly values to the player (or anywhere else) directly.

    I already tried a seperate cameraobject but coundnt get that to work. How would I learp exactly?

  • Hello,

    im making a small game where the you can shoot your player character from one cannon to an other.

    I added a ScrollTo behavior to my player. So far so good, but the problem is that the camara "jumps" sometimes. Im pretty sure its because of this event:

    [attachment=0:1f5v7fjz][/attachment:1f5v7fjz]

    This leads to "teleporting" the player 50px. And the camara does that to.

    Any idea how i can fix this?

    Thanks in advance

  • Ahh i figured it out. Thanks again for your help

    Also I have the tiles getting a new frame when they are moved.

    The only thing I want to do now is to create the level a little less random and more like an actual level. I guess thats what the events at "bilinear interpolate" do. I find that quite complicated, is there an easier way to archive a similar effect?

  • Here's the topic where go faster's approach was devised.

    In the linked post there's a capx. Events 6-9 move the tiles. The recalc variable is just a flag to tell the tile to re-lookup if it's a wall or not in it's new position. The most complicated bit is how the level is generated. It uses a array of random values and then does some interpolation with those values so that any position can be checked on the layout and always be able to get the same value. There's a perlin noise plugin that would greatly simply this.

    Hi,

    sorry for the late answer. I was busy the last few days..

    Anyways, after looking through the capx, i came up with this(well, almost just copied ):

    [attachment=1:3pkwld49][/attachment:3pkwld49]

    Works great, thank you very much:)

    The only problem i still have is that some tiles are still solid enabled but shouldn't(and white spaces on the sides, almost like the game isnt updating anymore). Any idea why?

    There the capx:

    [attachment=0:3pkwld49][/attachment:3pkwld49]

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  • Every tick, move all the tiles down by ScrollRate * dt, or maybe give them all the bullet behavior, moving down.

    Pick the TIle with the lowest Y value. if that Y value is higher than zero, use a loop to create a new row of tiles at Yvalue-32 and randomly assign them the same way you already do.

    when a tile has Y > layout height, destroy it.

    Why should i give them a bullet behavior? Doesnt that mean that the tiles would move down all the time?

    How dould i pick the lowest value and create a loop? I know what you mean but cant figure out how to create this event.

    One approach I've used in the past is create enough tiles to cover the screen and create no more. I then used a large array to store the generated level and hide and disable solid for eny empty tiles onscreen. When you scroll around as normal the tiles that move offscreen are then moved to the other side and updated from the array.

    Another idea could be to use the tilemap object if it's acceptable to have edges.

    Thats what i was thinking. I already create the level with an array. But i cant really move them to the other side like you described.

    Tile(Y<0) -> Tile(Set Y to OriginalWindowsWidth+32)

  • luisgmolina

    Thanks, I attached it

    bladedpenguin

    Yes, but I need to generate more tiles if the player is moving, simply changing the place of the existing tiles isnt enough

  • Hello,

    Im asking for a tutorial to make an endless level like in "go faster". In need help with the scrolling.

    What I have:

      An Array "Level" A Sprite "Tile" with solid behavior(initial disabled) A Sprite "Player" with Platform behavior.

    My Code for the initial level generation:

      System(On start of layout) -> Create object Tile on Layer 0 at Level.CurX*32, Level.CurY*32 Level(For each XY element) System(On start of layout) -> Set Animation Frame to random(3) System(For each Tile) System(On start of layout) -> Set Solid Enabled System(For each Tile) Tile(Animation Frame =2)

    So how do i make the level scroll? Any advice where to start?

    thanks in advance

  • go faster

    Great, is is what i mean:) Rather unique gameplay(at least i havent seen something like that) but still really simple mechanics. Thanks

  • Yes sure, i could make an other flappy birds clone, but im looking for something "new"

  • Well yes thats why im asking.

  • Hello,

    I want to create a game with an endless random level heneration and simple game mechanics. Something like ZigZag.

    Maybe physic based or even a puzzle like 1010!(Although here it is not the level that is random, but the game tokens).

    Anybody got a cool idea or more games like this for Inspiration?

    thanks in advance

    Edit: I see i cant post URL's. But you can look up the games on YouTube by searching for their names

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svd91

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