Vaank's Recent Forum Activity

  • Yeah, I dont mean layers, I mean several tilemaps, one layer and tilemap for tiles under the player and one for tiles over the player

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  • And what about performance? does it not consume much more to have 2 tilemaps? or is it the same? (will find out by my self, but a little explanation is welcome)

    Thanks for the help

  • So I have a randomly generated map (all works fine)

    The quick example below shows two ground levels, 0 and -1, separated by a yellow wall, just like in, for example, nuclear throne game (I hope the 5 years old drawing is clear)

    This is ONE tilemap generated, so all the tiles are at the same level, the red object is the player who, obviously, dont want to be inside the wall (black arrow signal in the picture)

    How can I fix that? Do I need to build another tilemap for the walls and send it to the bottom of the layer (z order) while the rest of the terrain is on top (so the player cant be seen through it)?

    Thanks

  • You can compare an object inside the layer, or create a boolean, or compare opacity

  • Ok, so thanks to your tutorial I made crates with random loots, those loots are weapons and these weapons has their own statistics (accuracy, rate of fire, dmg, etc)

    When the player shoots a weapon, he spawns the appropiate bullet for the weapon he is carrying and sets the bullet.angle to the "aim+-weapon.accuracy" I can do this with all my weapons but... is there a way to pick the statistics from an array and apply them to the shot?

    What I was trying to achieve for the last few hours is:

    Weapon family:

    weapon1

    weapon2

    Bullet family:

    bullet1

    bullet2

    array has stored damage, accuracy, rate of fire, ammo spended on the shot and type of ammo for each weapon type

    is it possible to do this?

    Player on shot spawns bullet type depending on the current weapon

    Set bullet towards mouse+-weapon.accuracy

    Substract ammo needed from the chamber

    What i'm trying to do its to teach myself better ways to do things, i can do it weapon by weapon (probably more than 75) but if thre is a way to save time in the future this is worth

    thanks again

  • That happened to me, and i was literally 1 whole day trying to fix it

    Just delete the last version of your game from the device

  • oooook! thats good! just what I was looking for! thanks a lot!

    i'm newbie and im doing my best to understand loops but this is too much for my little brain for the moment

    I'll take a look at your tutorial, one of the few I have not read yet

    Lumik, I was wondering the same, I will definitely use just random without int

    Thanks again

  • So try to play with sine behaviour, it gives you a lot of possibilities

  • That dependd on what you are trying to achieve. You can do this by using Sine behaviour or by moving "manually" with

    I dont know if thats the movement you want, but can be improved a lot, give sine behaviour a try

  • If you just randomly pick array.x and y locations, you would be picking non empty locations and occasionally be picking the same empty location, so it isn't going to be more efficient - unless your array is huge and you want relatively few enemies.

    I understand, perfectly explained, thanks!

    The first method gives you the potential to set up your array to adjust the possibility for creating enemies in certain areas - you could use a range of numbers to influence where the enemies are: 0 means location is filled, 1 means empty but no chance of enemy, 2 = small chance, 3 = medium chance, 4 = high chance. You could also use different number ranges to indicate what types of enemies can be created in various areas...

    About this method, I dont quite understand how to do it, I mean... Do I create a new array with new numbers at locations where "1" in the first array were? Do I use the same event I showed first and restrict it to arrays.coordinates? Or what?

    (I think im not doing what you suggested at the top, maybe yes and Im idiot)

    Thanks a lot

  • or this, but gives you less control (I can attach map screeshots of the end result if you want)

  • I dont know if thats what you mean, but this worked, but im not happy with it, didnt like the method

    I thought I could just pick random array.x and array.y with certain values

    Thanks a lot

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Vaank

Member since 29 Jun, 2015

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