Squeemish's Recent Forum Activity

  • I ended up just using positioning to determine collision rather than actual collision.

    If I ever need it again though, I'll definitely try the subevent method. Sounds like it could work well.

    Thanks everyone!

  • Thanks for the reply, and sorry for the delayed response. Crazy couple of weeks.

    I'm happy to install plugins, but I'm not using physics, mostly platform behaviours.

    Using two objects could work, I'll have a play.

    It would definitely be great to have the ability to choose to turn collision off with certain objects. IIRC, you could in Multimedia Fusion, though haven't used that in years.

  • Is there any way to have an objects collision ignore a specific solid, preferably in a way that I can turn on and off with events.

    I know you can turn off collision for the object, but I need collision for other things.

    I had a search, and could only find posts of people asking for this as a built in action, but no workarounds.

    Thanks!

  • Not to worry. Just found the Replace Colour effect, which will work perfectly.

  • Hi there,

    I'm entering gbjam5 tonight, and was thinking that it would be cool to have a menu option to change between the various 4 colour gameboy palettes that were available. So players could pick the palette that they prefer.

    I had a quick search, but couldn't see anything.

    Anyone got a simple solution that I could implement that wouldn't take up too much time?

  • I've been thinking the same thing. The traps are really simple, a couple of swinging blades with a pit as an example of one.

    It seems like I could just make a function for each trap type and plug in the coordinates.

    It's going to get messy if I end up with a hundred traps, but for a handful it seems like it might do the trick.

    Thanks for the suggestion!

  • Sorry for the late reply.

    Thanks for this, I'll have a play with this idea.

  • Thanks for the suggestions but I think I've confused matters by mentioning the layout thing. Persist isn't what I'm looking for either.

    I'd like to design a bunch of prefab traps, and then create them later with events.

    So instead of creating a sprite object in game, I'd like to be able to create a group of sprites.

    The traps are going to be simple things, like a group of different spikes with some walls, or a big hole in the ground with a jumping enemy. There'll be lots of them so creating each individual part isn't going to be the most efficient way I'm sure.

    Think Crash Bandicoot but the obstacles are being generated randomly in realtime.

    Hope that clears things up.

  • I'd like to put the contents of a layout into another layout with an event. Pretty sure I can't do this.

    But there must be some other way to populate a layout with prefabricated content?

  • So I'm looking to design a bunch of traps using several sprites/objects, and then at the start of the layout populate the level with random traps.

    Each trap would be the size of the window (1280x720), so when you pass one you walk up into the next.

    I'm assuming the best way to do this is with arrays, but everything I have found regarding this seems to have more to do with randomly generating levels, rather than using existing prefabs.

    If there was a way to load the contents of one layout into another layout at a specific location that would be perfect, so I could just design the traps as their own layout and place them at the start.

    Thanks for your help.

  • Ah cool, makes sense,

    Thanks for your help!

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  • Fantastic, thanks for that, I'll give that a go.

    How exactly does the the min/max thing work?

    The manual's a little vague on it. What exactly are those actions doing?

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Squeemish

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