roracle's Recent Forum Activity

  • Thanks, R0J0hound

    Is there a way you could give me an example in the file I provided up top? That is, the "Sprite.x=22 | sprite.x=33 | sprite.x=66" part.

    Also, I'm not exactly sure how to pull off a function like this.

  • Then why would they have the operators like that in the manual if we weren't able to use them in conditions?

    https://www.scirra.com/manual/78/expressions

  • The top method is perfect for what I'm doing. After testing it, it's working perfectly well. I was doing it ALMOST correctly but didn't realize I had to do the "tilesmap.PositionToTile.X(player.X)" part. I thought it was a bit more simple than that lol.

    However, one last question about this, if I need to check multiple tiles, (for example, all "mountain" tiles of different colors), and they start at 60, I know the OR expression is a pipe (|).

    So I have this

    tilesMap.TileAt(tilesMap.PositionToTileX(player.X), tilesMap.PositionToTileY(player.Y)) = 60|61|62|63|64

    HOWEVER it now only does it with tile 1 (my water tile) which isn't even in the equation. Is there another way of doing this without it having to be copied and pasted multiple times?

    HINT: I have put spaces between the numbers and pipes, putting the numbers in quotes, and using parentheses as well. Example: 60 | 61 | 62 etc.; "60"|"61"|"62" etc., (60)|(61)|(62) etc. Is there something wrong with this particular plugin or am I just doing something wrong?

    EDIT: The reason I need "OR" to be involved instead of just doing a "greater or equal" with a "less or equal" duplicate is because not all of my solid objects are in a row, so it would take even more code. I'm all about efficiency (which is why I need that way you first described to handle everything).

  • No, not at all. It would also make a larger file than necessary. The original files I was using were corrupted and the only thing I have remaining are compiled versions of it, which are corrupted and won't load as well, and they aren't easy to read at all.

    I would rather see if someone could help me get this working correctly, as tiles are going to all be used differently depending on certain situations. I don't want the player colliding with mountain tiles or water tiles, but if the player is in "boat" mode, I only want him to travel on water and collide with every other tile.

    Your suggestion is noted, but I've already tried it before, and the situation is a little easier if I can find the thread where it was discussed before, but until the search function is available, I'd rather just ask here to get help on it.

    Also, in regards to another issue, which again I won't be able to find the thread: the toroidal scrolling seems to have a problem. If you take the player to run around the 0,0 point you will see that depending on his location, there is part of the map missing. That is, the duplicated layers are only above and below, but not to the diagonal.

  • There's a tab at the bottom right where your objects usually are. One says Objects, one says Tilemap. Click "Objects".

    https://drive.google.com/file/d/11YK0OcoeHIHl0nbVklscTbmtk11zIEn5/view?usp=sharing

  • This is what I get. XBOX controller. works fine with everything else but this app wouldn't detect it.

    About to try other controllers...will edit this or reply if others have said something.

    drive.google.com/open

  • A while back I had help in figuring this out. I want particular tiles to block movement, but after my computer was restored and my backup drive failed to power on after backing up my data, I lost all information about this.

    Basically, I have to determine which tile it is at an overlap, but I'm not sure exactly the structure of doing so.

    I'm just now getting around to re-writing everything and figured I'd get this done sooner than later, as it can take some time to get a response.

    Thank you in advance. I have included a link to my Google Drive where anyone who wants to may look at it.

    ~Rory

    PS: THIS IS NOT TILEMAP COLLISION POLYGONS, IT IS OFFSET OVERLAPS COMPARING TO TILES THEMSELVES!

    Attachment: https://drive.google.com/file/d/1TzMNcgQ4H0wON4eXHmDa0CbtZdMuRdNH/view?usp=sharing

  • Okay I was thinking about the items issue, with them jumping around while scrolling. I was only experimenting with the file you posted here rojo, but if it's a larger world map, that probably wouldn't even matter at all would it?

  • Okay now that I have my monitor back I can get back to work, SO I'm resurrecting some old threads from where I left off. What am I doing wrong in this here? I implemented the vertical scrolling and duplicated it for horizontal as well, but now the map is all over the place. Just run it and move the character around, you'll see what I'm talking about.

    https://drive.google.com/open?id=1mRiw- ... -ThWU1xC3h

    EDIT: I had to change the "ScrollingY" sections PICK to instance 2, and it seems to work, except the items themselves jump around.

    Thanks for the suggestion WhosWho, but the option is off the table now.

    If there's a way to lock this post, it's literally impossible at this point. I got frustrated and smashed the USB drive at this point. lol

    I would rather just start from scratch.

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    The drive stopped working, no power. The only data recovery company that I could find online (which should give all of them) is in California and is extremely expensive (money maybe Bill Gates has)

    So after backing up to restore my computer, the USB drive I used immediately stopped working. I didn't put it on Dropbox because we have the lowest end DSL (it's so slow I'm sure dial-up is faster).

    Now the project I need to "reverse compile" is a remake of a classic game I was doing for personal learning etc. However, I already had a whole other project BASED ON this classic remake (after a while it was nothing the same) which was also lost in the backup.

    I DON'T want to have to START ALL OVER but I did find a previous share from the Dropbox when I was showing the game to a few friends. I've copied this to my computer with a few other things I've lost along the way.

    If anyone, in general, doesn't know how perhaps an admin/developer of C2 could help? I'm really not in the mood to start over from scratch here, but I will if I must. I'll send a copy to anyone who is willing to help.

    Thank you,

    Rory

    PS: I got a new monitor so I can continue work, so yay!

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roracle

Member since 30 Apr, 2009

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