Heroes4hire's Recent Forum Activity

  • just looking for advice tbh.

    it will mostly be multiple layers.

    anyone want to help? lets do it. got some programmers and 1 artist.

    just started today

  • multiple problems in the same how to get complicated to follow.

    yeah start a new how do i?

  • can i set a tilemaps size/width height to be based on tiles. like tile at 4,1 is 1 . so set the tilemap width to 4

    yes im still doing this... took 4 days to chill and draw sprites. but its nearly there

  • WackyToaster

    yes! that was my original angle, rojo advised me against arrays as a tile map is basically an array

    to his defense, i got it done with his advice. i could easily add an array for the floor map.

    so, im thinking: array checks main floor tilemap for a room tile.

    for each room tilemap add a z axis to the array.

    set its starting point in the array check to tilemap x,y /96(tilesize)

    then for each xy, compare to z in the array to find overlapping points...

    then i could set them to the same family.

    something along those lines.

    thanks for the advice, see how it goes ive been writing this for an hour and im already lost, but i have a guess now.

  • on created, i need a tilemap overlapping another one to make it a child,

    i need to know where this collection of blocks is. if there is another way, i welcome it.

    buuut, id done with rooms after this! ..well... the location and size.. ill need to make them work next ,:D

  • its working... its placing things perfectly, and its a tile map. ill need to merge them, or set a variable to show what room it is

    but its working!

  • mate, gimmi a shout and ill try it when im sober/ the morning

  • if you think i can flood fill an overlapping tilemap: then create a room from it. i am 100% down to try!

    i wanted to spawn a tilemap that had tiles set in the room. so i could pathfind to the room. and it would be eisier to choose a tile

  • ok.

    exactly what i need:

    i want a room to be made that involves all connecting tiles.

    so when i pathfind: i can pick nearest room. then pick a tile.

    i.e on monster created: pick nearest room. pick tile that is free, make a bed.

    i.e: room is 3x3 food room. create chicken every 20 seconds

    i.e prison is 3x3: i0.wp.com/www.gggames.se/wp-content/uploads/2015/12/dungeon_keeper_4.jpg

    (amazed more people havent played dungeon keeper, i was a speed runner)

    You build a square. it is 1 room. you connect 2 squares. that becomes a room.

    sny squares connected are 1 room. if not connected, thay are a seperate room.

    on a map, you can see where each room is. so ill need a map that can read room locations.

    dungeonkeeper.fandom.com/wiki/Secret_1

    i couldnt rip the gif. its the first and only image.

    i could and will flood fill. to get an outline of the room. and i can set a variable to which player it belongs to (huge ambitions) ...mmm multiplayer, but enemies will need that.

    ok. where i am at now>

    just need to figure out spawn points. and merge existing sprites (that are the same room...)

  • well... its a mess. but working ish

  • i think ive got it.

    its not logical to me. but, its ending after 1 loop. so, i just need the ending of spawning the sprite to calculate the total accumulated values for up down left right.

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  • re reading it as turns. not a point based move attack system.

    but still. that will give you "turns" 4 turns.

    just a solution to a posted problem. if you want them all to pathfind, thats a bit more in depth

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Heroes4hire

Member since 19 Mar, 2024

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