roracle's Recent Forum Activity

  • If you should take a look at this, I ended up deleting all the work I did. The layout is different than what you're describing I would like more information about storing information about tiles, though. If anyone wants to take a look and maybe implement something useful for me, go ahead. I have a tilemap for it and a sprite object in case I found a different way of doing it. Any help would be greatly appreciated.

    https://dl.dropboxusercontent.com/u/111 ... thing.capx

  • https://www.scirra.com/tutorials/1128/auto-tiling-with-autotilegen-and-tilemaps

    And there's a lot more examples on the forum.

    And all this can be done real-time in gameplay? I intend on the tiles reverting back to the background color after prolonged disuse/planting grass seeds.

  • You wouldn't want to take a look, huh? I end up with way more than 8 corrections, but maybe I'm over complicating it. I start to "get it" but then it stops making sense when I get around to implementing it.

  • I know the basics, but was hoping there was something already done to make this an easier process. It's driving me nuts trying to do it alone, but what I'm trying to accomplish is for a character to "farm" land, and the border of the land to auto-fill with the proper border. The closest thing I can think of to this is the way RPG Maker handles putting land on water or vice versa. What is this called?

    BTW: This is the current "farming" tiles I'm using. Is this the proper format (enough images, that is) to "auto-tile" the borders?

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  • Hey the one for tracking works great for what I'm doing! Thank you! Good thing I have only a few things going right now, it will be easy to implement. BTW: you're saying each object I make, I should have a variable defining its location? This makes sense, because I'm using UO as my base idea, and each item in the game has TONS of properties. I don't intend on making it as complicated but I'm trying at least for detail. So this method makes sense in that aspect.

    EDIT! I need to know something! If I'm comparing a tile, how do I compare it to "empty"? I read in one thread the tilemap is considered empty, so comparing it to "0" will assume the first tile in the tilemap, but not as an empty space.

    Edit 2: I just used "-1" as my variable and it worked!

  • Yeah, I just want to make sure everything lines up properly. I was thinking I should find a way to determine which 32x32 square my character is standing in, that way I can specify where to place the "changed" block. I might find myself with 32x32 background tiles, and change them as the player uses said tile.

    I'm open to other options, too. I'm not wanting to get too complicated, as I like clean code.

  • I'm doing a top down RPG sandbox game, and wanted a little direction before getting too deep.

    I would like each part of the ground (a solid color) to be able to be set to other things. Would Tilemap be the best bet for this method? As in making one tilemap with all the possibilities that it could change into. For example, when hoeing, change it to the sprite of the a dug out hole or the start of a garden. Would this be the best method?

  • I put this in my game, changing everything to 16 instead of 32. It worked in your example, but it will not work in my actual game. Is there something I didn't do properly?

    EDIT: I made sure all variables and what-not were the same, so there weren't any errors on import. I simply replaced my movement code with yours and nothing happened.

    EDIT 2: I left it at 32 because I realized that's the size I needed anyways, but it still didn't work. :\</p>

  • Awesome, thanks guys! After looking at it the grass sprites seem kind of bleh. I can't believe I didn't think about the colors being too close!!!

    Edit: I changed the number of times it runs (down to 150) and the graphics look fine. I had it doing it too often that it was all globbed together in a mess. But again, thanks guys!

  • Yeah I've tried both things and neither worked. I have tried quite a bit of options and nothing seems to isolate each one on their own. Look under "FloraGen" event sheet.

    https://dl.dropboxusercontent.com/u/11127546/wip.capx

  • I can't seem to figure this out. I'm trying to place a grass sprite that contains three "levels" of grass. It's all for effect, non-interactive graphics. I do it this way:

    *************

    System, On start of layout: Function, Call "PlaceGrass"()

    Function, On "PlaceGrass"

    --System, Repeat 600 times: System, Create object Sprite on layer 0 at (random(0,WindowWidth),random(0,WindowHeight))

    Sprite, On created: Sprite, Set animation frame to random(0,2)

    **************

    Yet when I run the code it sets the grass sprite like I want, but the frames are all the same. Could anyone help me out with this? Thank you in advance.

  • Kind of, but it's not the same. Is there a way to do a hue change only? Should the sprite be in black and white for such a method?

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roracle

Member since 30 Apr, 2009

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