MarkMoriquendi's Recent Forum Activity

  • Hi there Constructors!!!!

    I've had this idea to make a "single-screen-at-a-time" dungeon crawler game - but I was thinking of making the sequence of screens random.

    However, I would want to make these screens myself (using a text file, with the walls, enemy start points, etc) by use of ascii characters to represent elements of the dungeon (# for a wall, P for player, G for ghost, T for treasure chest, for example).

    These would be saved in text files, named 1.lvl, 2.lvl, etc, either in an array or just as a long string, to be imported into a pre-defined array to create the levels?

    Now, am I making this too complicated? I'd basically want to be using the same layout and event sheet for each level (which will have, say, 10 or 12 screens each) so, when the player leaves via the screen's exit, it reloads the layout with the next, randomly selected screen.

    Is there a better, streamlined way to do this?

    Thanks guys!

    M

  • Any thoughts?

    Thanks, in advance!

  • Ah yes, I see what you mean now.

    I don't know why I did that HAHAHAHA

    Fixed now

  • I'm sorry with the influx of questions recently -

    I swear you guys will think I have no idea how to use construct! This isn't true....

    However, one thing that i'm having difficulty with:

    A game with 4 characters - when you select a character it can move x squares

    then, you need to select another character to do the same, until all 4 have moved.

    Now, I know I could do this using a load of separate events, but I was wondering if I could minimise this to using variables?

    Such as, char1 has been selected, so movement happens around char1's position. Then, char3, same thing. Then 2 then 4

    Is this possible?

    Thx!

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  • Hi there

    Here's an update with the locator sprites:

    https://www.dropbox.com/s/rqjkhvkoebdf6 ... .capx?dl=0

    I don't know what you mean by creating the walls every tick....

    But it is re-ordering every tick - should I just do it every time the movement is made?

    EDIT:

    I just tried changing it every time a key is pressed - the character is hidden by the walls, so doing it that way doesn't seem to do anything....

    Is there any way to do the Z-ordering without doing it every tick?

    So there is no slow-down, I mean....

  • Hi Guys!

    Thanks for your input - here's what I have at the moment:

    https://www.dropbox.com/s/rqjkhvkoebdf6 ... .capx?dl=0

    the Layout view shows the basic dungeon layout, and then when you preview it, the isometric version will be shown.

    You can move the sprite with the arrow keys.

    Now, ideally the sprite needs to stop when it hits a wall.

    The tilemap is set as a solid, but that obviously won't work with custom movement, so I am looking for a way to make this work.

    Also, when the character is selected, they will only have a certain number of movement points - I was thinking of trying to use Pathfinder movement for this (i.e. making a loop to show the available number of spaces to move) - but implementing that to move round obstacles....

    Again, am I making this too complex?

    Is there an alternative way to do this?

    To clarify:

    • Make character only move a certain number of movement squares
    • stop the character walking through obstacles.

    Also, supplemental question - do you think the slowdown is caused by the constant Z-sorting?

    Many thanks

    -------------------------------------------------------------------------------------------------------

    (update)

    I have just realised I could do this with "ghost sprites" at each of the cardinal points

    so, if player presses up, character moves up providing "up ghost-sprite" is not overlapping anything

  • Hi R0J0hound

    I agree that's the easiest way to map it, but it's getting them all mapped at the start of the game / each turn (at the end of the player's turn, the layout re-maps, at the end of the enemy's turn, the layout re-maps, etc) - its the re-mapping of the whole layout i'm unsure about, as I am sure i'll have to put it in a nested loop of some kind....

    I know it doesn't HAVE to re-map, but it does at least have to at the start of the layout, to place the objects on the map from the grid in the first place....

    Hi alextro

    I shall look into that -- looks interesting!

    Thanks to both of you!

  • Hi Guys!

    I have this idea for a grid based adventure game, but I want to do it in isometric view.

    I have a basic control system and engine, however, i have a problem.

    Each level will be laid out in a standard grid, and then translated to the isometric projection.

    But, how do I map the level layout to the isometric grid?

    I thought of using an array, which then maps each element (wall, chest, door, characters, etc) to the corresponding isometric reference, but then realised i'd have to make an IF loop of sorts at the start of the level to map everything out.

    Am I making this too complicated? Is there an easier method to achieve this?

    (the reason i'm using a standard grid to translate to isometric is that I believe it'll be easier for me to work out movement, attack facings, and pathfinding. Plus, I feel it'll be easier to move dungeon elements around....

  • AHA!

    That is EXACTLY what I am after!

    Thanks!

  • thanks guys!

    Using the plug in, I've got it working, but there is still no solid instance

    However, I think I may know how to do this

    I'll upload what I have so far, so you can see my progress

    CAPX: https://www.dropbox.com/s/rqjkhvkoebdf6 ... .capx?dl=0

  • Hi Guys!

    I know isometrics is a tricky subject to tackle with Construct 2, however here goes.

    I've got a basic isometric set up (see below capx file), which I will add the grid reference translations to at a later date.

    However, what I am wondering is, in this example, if I were to add an object say in the centre of the grid, how would I make the yellow marker move behind it and in front of it accordingly?

    I've started by using layers (the grid layer is layer 0, obstacles are layer 2), whereby layer 1 represents being behind an object, and layer 3 represents in front of the object, but that may be tricky for multiple obstacles?

    Also, the yellow marker shouldn't be able to pass through the grid reference where the object is (this shouldn't be a problem if I use blacked out squares....

    So, an easier explanation:

    How would I make the object so that the player marker can walk in front / behind it? (this will have to apply to walls and doors, too)

    Thanks!

    CAPX: https://www.dropbox.com/s/rqjkhvkoebdf6 ... .capx?dl=0

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MarkMoriquendi

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