SoldjahBoy's Recent Forum Activity

  • I trigger a zorder sort based on Y coordinates for about 5000 objects and there's no problem. I trigger it only when needed so it's not draining cpu time constantly. After your creation loop just trigger a zorder function

    ~Sol

  • What said... but add condition [For each spritefont (loop)] so it checks each spritefont individually for the expected conditional requirements.

    ~Sol

  • What platform are you developing for? If you're doing mobile then xml is probably best... if you're using nwjs then using a dictionary saved as json works well.

    ~Sol

  • I render my own tiles using sprites... and it's virtually instant. The map generates as the screen/scroll position moves so it's only creating whatever the player can see at the time which stops the cpu being used too much at one time.

    So it's definitely possible to do "manually" - if I can do it, anyone can do it. Lol

    ~Sol

  • You can create as many objects as you want using a loop.

    For "loopname" from 1 to 2 - this would make 2 objects. You can use a variable for your loop amount of you want, so you can change the value any time.

    Set loop.variable to choose (1,2,3,4,5)

    For "loopname" 1 to loop.variable

    As far as making sure the same planet doesn't appear twice you will need to do another loops to compare animation frames, and if they are the same then pick one at random and change it again.

    ~Sol

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  • You could indeed use a black tilemap on top that is exactly the same size as the viewport - and scrolls with the viewport itself. Then use math to figure out where you're at on the layout and turn the black tiles "on and off" accordingly based on your light position.

    ~Sol

  • I second this. I did something the other day, where I got sick of typing out this long group name so I changed the group name to be shorter - then had to find every reference to it across about 12 event sheets. I never knew the search feature was limited to only a single sheet until that time.

    ~Sol

  • What blackhornet said. You can move events to be sub events of a required "get" in order to make sure they are executed in proper sequence... or add a small wait timer for like 0.2 seconds. Wait timer may be prone to fouling at times though depending on whatever else you have going on.

    ~Sol

  • No problem. Hope it works for you

    ~Sol

  • Have a matching instance variable on your character or whatever is warping, also called warp or playerwarp.

    Set the player.warp to match the stairs.warp+1 so it matches to the stairs you want the player to appear at. Do stairs.warp-1 if you want him to go backwards (down the stairs instead of up, etc)

    Next compare the values of the variable.warp between stairs and player (for each stairs -> stairs.warp = player.warp)

    Then set the player position to the XY of the matching stairs. Then set the player.warp to something like -1 so he can move again to the next stairs. If his varibale remains the same as the stairs he will be unable to move.

    ~Sol

  • I think to figure out what's simply on screen is to add all sprites into a single family and check for family.count is on-screen conditions. You could also just add up each sprite.count of each sprite instance - whichever is easier.

    ~Sol

  • > How about MiniDayZ?

    >

    > ~Sol

    >

    That also looks impressive.

    It's not bad. Officially endorsed by Bohemia... has some bugs though and feels unpolished in terms of gameplay. It's still a nice attempt though considering it was done in 7-8 months with just 2 people... one artist one coder.

    I think this idea could easily be expanded on with little effort.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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