Guif0DA's Recent Forum Activity

  • I'm trying to access a php file but can't get to work.. this is the php file:

    <?php

    header('Access-Control-Allow-Origin: *');

    ?>

    Now I really don't know what to do.. how do I request some information from the php?

    Can any1 make any example please?

    I just want to AJAX to retrieve some text information from a file in another domain.

  • For the first game it seems good ;)

    Just need some more polish with the AI of the enemies.

    the movement of the player doesn't seem to have acceleration and deceleration, not sure if it was intended to be that way but I think would be better, appearing more natural ;)

    for a prototype u did a good job, keep going!

  • Here is a way to do it:

    http://dl.dropbox.com/u/5426011/examples13/randomTiledBackground.capx made with r99Hey RoJ0hound, thanks for your help ;)

    but this isn't exacly what I meant, the real purpose is to make it random but maintaining only 1 object.

    In your example, there is 69 sprites created. The ideal would be an object in C2 that acts like tiled background but with random sprites like in your example, the final result would be 1 object.

    But once again, thanks for your time and surely this can be used ATM ;)

  • I guess you are asking for an animation system in tiled backgrounds. If that was the case, what you want would be easily accomplished with a bit of logic.

    No, it has nothing to do with animation.

    but thanks for reply ;)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello!

    As the title says, the suggestion is to add a new object like the tiled background but with random images on it.

    Each 'tile' will have a random sprite that you will select before.

    The object could have a property where you could choose if the order should be random or not.

    So to make it more clear..

    let's say the 'random tile background object' you created have 32x32 dimension, you select 4 different images and in the layout you put the object and stretch it to 128x128, so it will be a total of 16 squares of 32x32, then the object will pick a random image from the selections you added before and add it to the tile, so each of it will have a random image on it.

    It's good to make grass backgrounds, different types of grounds, etc.

  • That sounds like a nice feature.

    If I've understood correctly, you want to be able to add different images to a TiledBackground object (like frames in sprite objects) and have the TiledBackground pick a random frame for each tile. I think that could be useful, but it would have to be added. The object could have a property where you could choose if the order should be random or not.

    The best way I can think of is adding several instances of a Sprite object with different frames, and pick a random frame through events. But I know that's not what you're looking for.

    Maybe you should make a suggestion in the "C2 General" subforum. If you don't, I think I will. <img src="smileys/smiley20.gif" border="0" align="middle" />

    Yes, you understood correctly ;)

    Maybe Scirra can create this new feature, would be awesome..

    Can be called something like 'Random tiled background' ;D

    I will suggest that and hope I get some support from u guys ;)

  • Hello

    I'm planning in making a 'huge world' for a game and it will be grid based. So I was thinking about adding a random tiled background to make the game look better(example: grass with many different sprites).

    But to be honest I have no idea how to do that..

    Right now I'm adding tile per tile in the game 'map' and with events they will set a random image but with this method the game will have ALOT of objects in the screen..

    the advantage of tiled background is only 1 object that you can adjust the size.. it's possible to do that too but with random set of images in each 'tile'? keeping only 1 object?

  • Guif0DA:

    > You probably want something more like A* and pathfinding. 00Rez came up with a really sweet couple of plugins that can work in conjunction with one another to do what you're hoping. You can find them here in the Rez Repo topic. You can even find an example of using Rex's moveto in conjunction with the pathfinding behavior and A* plugin. Pretty cool stuff.

    Quoted from the moveto behavior's topic.

    I haven't tried it myself, but if there's already a provided example, it sounds like 00Rez's solution might be more suited to your needs.

    I guess with my plugin, the iteration solution stands, iterating through the path's array, sending the next step's coordinates to the moveto behavior, and rely on a "on destination" trigger to iterate the next step.

    Thanks for reply!

    I would like to use your pathfinding than the one from REZ, your seems more complex, with more actions and expressions.

    The example that uses moveto uses the pathfinding from REZ..

    But I will try again to make it work and see if this time the game doesn't crash.

  • It's possible to use it with moveto behavior? tried but got error

  • Seems very well made, good job!

  • Very good! Looking forward for improvements!

  • If you say to create an object and specify a family, what should happen instead? There's no one particular object that should be created, so it picks a random one.

    but if you try to specify one with conditions an create a new object family using the system it still creates random

Guif0DA's avatar

Guif0DA

Member since 5 Dec, 2010

None one is following Guif0DA yet!

Trophy Case

  • 13-Year Club
  • Email Verified

Progress

14/44
How to earn trophies