roracle's Recent Forum Activity

  • Try using a variable (example, charge set to 1) and "charge>0; key is down; every x seconds" subtract .5 from charge. "key is released; charge=0" fire charged shot (also a charge =/= 0 for normal shots).

  • > but adding some depth to 2D couldn't be that difficult, right?

    >

    Ha, ha, ha, ha hahahaha XD

    Sorry, no, this radically changes everything. People who say "it's just an extra dimension right?!" have no idea what kind of tech goes in to this!

    Well that's fair enough. I think because no one has actually given technical details as to why. I mean, even a "3D object" would be neat to have, but even then there's no telling what the tech difficulties are without knowing how things work internally. (one of the downsides to non-open source software I'd say, not to say it should be oss lol)

  • Ashley:

    People keep dogging the idea of 3D integration. From my point of view, it shouldn't be that much to ask, as many modern "2D" games use 3D models. For example, The Legend of Zelda: A Link Between Worlds is probably the most profound usage of this technique. Things don't have to be "chase cam" style games, but adding some depth to 2D couldn't be that difficult, right?

  • Yep! Here ya go!

    https://dl.dropboxusercontent.com/u/111 ... icloop.png

    It's best to use "is not playing". This with "stop all sounds" or whatever it is in the editor for the starting frame of a new area that requires a new song. This way in case another song is playing and you need to switch to a new song, it will have the "stop all" going before heading into the new song.

  • Use mask types (or invisible collision sprite) as collisions instead of the sprites? thats what Im doing for my project.

    That's what I've been doing, but after 150 plus layouts it gets tedious and there should be some kind of method of specifying a tile or tiles that can be designated as solid or even platform objects. It strikes me knowing what I know that it IS possible, but I lack the general skill to just do it, it would take a month or so of reviewing old code, experimenting, and implementing it without bugs. Surly there is someone here more familiar with the processes involved.

  • If sound or music tag is not playing, play sound.

    Now this is on a sheet called "PalacesSharedSheet" and all the temples and palaces use this particular line of code so no matter what frame you are in, each frame's sheet will call on (via include) PalacesSharedSheet and thus have this music code included.

    In many cases, layouts will need different tweaking, so each layout SHOULD have it's own Event Sheet, but that doesn't mean some things will carry over as common (music, sound effects, player controls, etc). Most of my sheets include "Platform" for character, TownSharedSheet (or Palaces) for similar things in towns (or palaces), and a few others. The layout "TownA1" has a sheet called "TownA1Sheet" and the same for "TownA2" having "TownA2Sheet". Both TownA1Sheet and TownA2Sheet have "TownSharedSheet" with shared things like the character's motions (on his own sheet, included in TownSharedSheet) and music and sound effects.

  • Almost a week since posting, no replies, very few views. I hope I can bump without any issues.

  • I would love this to be a feature.

  • Is there a way to trigger "is on floor" when colliding with a particular tile (or various "floor" tiles) and not an entire tile set? I find adding a "floor object" separately is hindering various things, mainly the simplicity of viewing what I'm doing in the editor, and it's difficult to always see what I'm missing to make a "floor" or obstacle.

    If this has been accomplished, an example would be awesome!

  • The animation would always be the same, so that's what you want. And I would use the same pipe graphic, and pick by Unique ID in the code to decide where to go.

    Like LittleStain said, use a function to run the animation process, then separately call for the UID to tell which layout/area to go to. This way, you don't always have to go to another layout (like Mario 3's higher/lower areas for verticle levels).

    Bottom line, it takes quite a bit anyways, but you can shorten the code by giving similar things such as the animation procedure as always the same regardless of which one it is, but each one does have to find a method of knowing where to bring the player.

    Below is how I do it for warping in my Zelda 2 clone. Because there are no animations, but I use the same "event" graphic, I have to pick by UID to determine which graphic is actually being activated.

  • Of course, you would also need a method to tell it what layouts were already used, and to avoid going to those as well. Not hard to do, I'd use an array or something to keep track of that.

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  • This would take some coding magic. A few variables to satisfy number variants, and labeling the layouts different numbers.

    I would say layouts named "1" "2" "3" etc, then have an event that assigns a "currentlayout" variable as round(random(0-10)) where "10" would be the highest number labeled layout. Then "Go to layout (by name)" and use the variable "currentlayout" instead of a layout name.

    Going off the top of my head here.

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roracle

Member since 30 Apr, 2009

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