Yaottabyte's Recent Forum Activity

  • no matters just use my dummy plattaforms and overlaps yours TB then make them invisible at start... they works as references...

    EDIT: added some tiledBackgrounds to show how use the method with yours...

    EDIT 2: a last tip, to my plattaforms dummies uncheck the plattaform attribute, and check it to your TiledBackgrounds so enemies move over your TBs and use the dummies as references to change gravity...

  • zyblade, robit_studios is right i'd tryed path behavior too but with odd results, i'll try something at home this night(Venezuela hehe) well tomorrow i'll post results...

    EDIT: almost i forgot, robit_studios try in my example, there is a method inside a disabled group thats quite different to sensor method, i'll change methods in my above post check it again!.

    EDIT 2: ready try again my example was updated, ignore gravChangers they are there because old method, now using a new method try to play with plattaforms to get desired results...

  • robit_studios

    Hi this may help you...

    Stick to Plattaform

    The key is where to put the gravchangers... and you may use the dummyplayer to attach your real player or enemy sprite...

    there is another method if you dont like active one...

    PD: sorry my english...

    ^_^

  • Hi sorry for late in replay... too much wotk in job... Well I'm using a simple comparison, using a pair of PV ('tile_type' and 'wHeight'), tiletype is used to identify terrain and wHeihgt is a short for world height is used to identify when de/activate blockers.

    These PV's togheter Layers makes the z-ordering system, as follow:

    There is a Player sprite and a PlayerShadow sprite, the 1st is a repersentation of player, and 2nd is really who interacts with blockers and Layers. And there is 2 layers 'BG' (background or ground layer. object and tiles in there should be 0 wHeight), and 'Plane1' (overlapping 'BG' layer for in front objects and/or tiles), so PlayerShadow sprite checks for all tiles overlapped by Player sprite, then checks Y coord of both tile and PlayerShadow, when PlayerShadow's Y is higher than Tile's Y and if that tile is on the same wHeight as the PlayerShadow, then send PlayerShadow to front of that tile, and so on... (The checking is made ascending by Y coord, in order to ensure tile near player head checked before other).

    This is how works system used in World Createor, still need improvement.

    ^_^

    PD: sorry my english.

  • Hi! this is my last project started recently as a tribute to construct and constructors, this is the free World Creator and future RPG engine.

    Still is under development, notice i'm working alone by my self and just for fun, so progress slowly but consistant, well here is a list of feautures and controls for this version.

    • Tileset customizable by external folder.
    • Save and Load maps. (implemented with Hashtable saving loading time and management)
    • Player mode to test map.
    • Z-sorting. (but still needs improvement)
    • Layer system. (currently 2 layers [BG, Plane1], more will be added as needed)
    • Blockers mode, to restrict player movement.
    • Area identification system for more control.

    At moment this are some of feautures about World Creator, still more to be implemented.

    Usage:

    This works at 3 differents modes. 1) Tile mode, for drawing maps. 2) Player mode, to test map (just moving a player avatar testing purpose). 3)blockers mode, to set blockers for marking impasable areas.

    * Tile mode:

    F1, to change active layer

    F5, loads textures from 'Tilsets' directory in the AppPath root directory.

    LMB click, draws a tile of kind currently selected tile (left upper corner)

    RMB click, deletes under mouse tile.

    Clicking over current tile selected, shows tags for all tiles using that 'tile type' and 'wHeight'

    C, clear all 'tile type' and 'wHeight' tags from screen.

    H, toggles visibility of blockers.

    * Player mode:

    RMB click, sets player position to mouse.

    LMB click, move player to mouse.

    * Blocker mode:

    LMB first click, start a new blocker line.

    LMB second click, finish a blocker line.

    RMB click over blocker line, deletes the line.

    Holding CTRL, sets Line's start or end to appropiate corner of tile close to mouse.

    Release notes:

    Still under construction, still a lot of functions and GUi to implement, this release is intended to be tested and i expecting your feedback to improve system.

    Thanks, expect this be fun to test World Creator...

    World Creator v.0.02 Testing

    Give credit to who helped you grow costs nothing [;)]

    ^_^

  • ok im glad to be helpful...

    get fun!!

    ^_^

  • Hi try this, may be useful.

    OS DETECTION

    http://dl.dropbox.com/u/74660811/examples/os_detection.cap

  • Hi try using RTS behavior, set all params until you get desired response, dont forget unmark rotation

    look on this example how i move the item for each menu option...

    http://www.scirra.com/forum/a-nice-titlemenu_topic51492.html

  • And here a quickly overview as the process to load dynamical textures from disk.

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_facts3.png" border="0" />

    All texture assignments made with Texture Setter object.

    EDIT: important to be warning... when using this method, before destroy any textured TiledBackground being used by any other sprite object, must destroy first all sprites using that TiledBackground textures, so then you can create TiledBackground again and use their texture in your sprites as well.

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  • Well there is a couple of image to try illustrate my idea and concepts.

    this is how normally construct manages Sprites.

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_facts1.png" border="0" />

    This is how must be the VRAM after apply my method.

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_facts2.png" border="0" />

    above you see 1 Sprite object, 3 Tiled Background and 5 more instances of Sprite. So just 3 textures was used, reducing VRAM usage and texture still reusable... Using UniqueSprite you will have a texture for each sprite created so inflating VRAM as many instances you create.

    My idea is use external images(textures) but same time reducing VRAM. Because when creating tile-based maps some tiles get repeated so you dont need waste VRAM on an image previously used.

    Notice that all tiled background objects may be created on runtime, every time you needs a new different texture, too the sprite has checked 'destroy on startup' and they are created on demand in runtime, as you like and assign texture from texture pool provided by the tiled background objects, using the Texture Setter object.

  • Hi on this delivery, i'll treat Sprite Plugin and some features, and its usage with other plugins like Tiled Background,Image Manipulatior, Canvas and TextureSetter.

    In the recent days i was experimenting with a world creator, a tile-based map editor i'm creating, and i had an issue trying to load textures dynamically, and i'd dicovered a sort of facts what many of us, i think still dont know about textures in CC.

    Fact ?1. In the CC editor, every time we create a Sprite object, construct assigns a unique texture in the heap(VRAM), so that Sprite points to that texture, if you create additional instances of such Sprite, you'll notice each will get the same texture, at given time you try to change texture to some of them, eihter using Image Manipulator or TextureSetter, really you are changing that one texture created at beginning.

    Fact ?2. Unlike Sprite object, the Tiled Background(TB) has property to create textures dynamically, that means, in runtime when creating instances of a base TB object construct assigns for each new instance an texture in the VRAM, so as you create more instances you are inflating VRAM. Having minded texture creates by this way always should be power of 2 8x8, 16x16, ... , 512x512 and so on...

    Now making usage of these facts, we can create an dynamic texture loader, using the ability to load texture files from disk for the TB or Sprite objects, manipulate images with IM and assign with TextureSetter.

    The canvas can be used for mixing differents images into one due to its 'Paste Sprite' action. By using a sprite as referencer of images contained in several TB objects. After mixing assign to another sprite by first assigning it to an empty TB then assign it to the Sprite. The Assigning process is made by TextureSetter Object.

    I expect this be helpful to someone.

    NOTE: Tomorrow i'll publish the respective caps... (too lazy :P)

    Sorry for my English

  • Hi, go here may be you find there that looking for...

    http://www.scirra.com/forum/list-of-all-effects-add-on_topic44302.html

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Yaottabyte

Member since 29 Jun, 2011

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