brent_hamel's Recent Forum Activity

  • As you may have learned, an array is basically a grid of data. For building a tile-based level, each grid space represents a point on the layout. The system then needs to read the array data, and place the appropriate tile in the correct place accordingly (or not, if it's supposed to be empty). So my question is, how are you filling your array with the values you need to create your level. Without customizing the data in your array, all of its values will be "0", and if they're all the same, then you're entire layout will be filled with whatever "0" is supposed to be (empty tile, solid tile, etc...) So how are you entering your level data into the array?

  • How are you going about loading the array with data?

  • Amen!

  • The more I use LOS the more I'm finding I'm going back to my old eventing ways of doing it :( I just need more usage than it offers right now. Not being able to pick the objects that act as obstacles is really hindering... Once again, if I knew anything about JS I'd get right on it, but the entire reason I use C2 is because hard coding severely hurts my brain lol (it helps that C2 is the best too...just sayin')

    I don't suppose anyone has any advice on how to approach modding the behaviour for this? I'm not asking for anyone to do it, but even just to point me in the direction of how to start tinkering with modding this extra option would be incredibly helpful. All I want is the ability to have the obstacles themselves be seeable (ie pickable) by the behaviour. Unless it can do this already and I'm completely doing it wrong, but so far, I've had no luck whatsoever...

  • Hmmm, also, is it better to have one object checking everything for LOS? Or everything checking for one object... I'm guessing the former, but does anyone have any input?

  • Extra sprites use extra overhead and all that jazz. This is being used in a Metroidvania style concept and all of the level data is coming out of arrays. If I can keep my object usage as efficient as I can, then I can have more going on onscreen at any one time. But for something smaller scale, I probably would use something like that. If I knew any coding at all, then I'd try modding the behaviour myself to incorporate something like "Include Obstacles (yes/no)", but I don't, so I won't lol

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  • Whenever you want to turn a Y value (in pixels) into a percentage, you need to divide that value by the WindowHeight (maximum Y value) and then multiply by 100 (this gives a value between 0, 100 that represents percentage). Now if you want to work in percentages and then translate that into a Y value, just do the same thing going the other way. Percentage divided by 100 (this becomes a decimal between 0, 1) now multiply that by your WindowHeight, and you'll get your correct Y value (in pixels). Hope this helps/is useful for you :)

  • I just want to start by saying that I love this behaviour. I've been using events to do the equivalent for a long time now and this is much faster, although (this is where my question comes in) is there a way to include the obstacles amongst objects the behaviour can see. For example, in the provided demo, I'd like to have the walls be effected the same way the pigs are, but not the pigs behind the wall. Again, I've been eventing this in the past, but the behaviour is so much faster that I'd like to use it instead... any ideas?

  • Unfortunately it might be hard to pique anyone's interest when it's only "volunteer" work. Even something little to offer in return for work will help to get people interested. Personally, I make platformers and do all my own graphics, and even a basic 16x16 pixel art character, with super simple animations (like 12-20 frames for everything) can take anywhere from an hour up to an entire weekend depending on character design and animation requirements.

  • Thanks for the input, I've just updated the game, there are a few new additions that I've listed in the initial post, hopefully they help deal with the issues you mentioned!

  • hmm, I was using WASD to play, I didn't try the arrow keys, you could try having a look at THIS thread and see what they discovered.

  • Well you definitely have my curiosity, as someone who's been using C2 for a while, HTML5's sound capabilities have always been something of an issue, but this seems really advanced for HTML5, unless I'm missing something really simple you've done to achieve this. Only real criticism is that the interface is very dull, but I'm sure you'll slap a sweet GUI over it and have an awesome synth app :)

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brent_hamel

Member since 31 Dec, 2009

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