aridale's Recent Forum Activity

  • yeah you could just add more lvls like that later the problem is say youve made a game and its kinda popular but you havent touched the "code" for it for months then one day you decide to go add some more lvls but you cant remember everything you had to add and/or change to make it work like the rest of the lvls

    You waste time goin back over your own old work tryin to figure out how you did it before you can even get back to what you wanted to do which was simply addin more content.

    The method I suggested puts everything in place from the beginning so if you want to add more lvls later all you have to do is make those new maps just like you did the original ones and itll work.

    Itll also save you the problem of addin a new lvl then testing it only to find out once you finish it it doesnt work like the rest cause you forgot to add somethin (like a new global) cause your mind was on level creation not code

  • maybe on a layer change loop thru all the solids and disable solid on all of em not on the same layer? That should work and not cause too much overhead cause its only done once you change layers

  • Ive done mine in a tiered generator.

    I start on the left side of the map then randomly gen a new space either right up or down and continue til I hit the edge of the layout or run outta rooms to add (a global I set on start)

    Then I have a basic shape for the level. Then I loop thru the rooms and check for rooms around it and use that to determine the bounds of the level (open space inside completely surrounded by walls).

    Then I loop thru each room AGAIN and based on what kinda room it became in the last step I replace it with a random room designed to fit in that section (if its a top left corner its replaced with a room with walls on the top and left)

    After thats done Ive basically created a random level MAP. Its not playable cause its just graphics of how the level looks. Then I use the rooms everything got assigned in the last step to actual generate playable rooms.

    It sounds overly complex but it makes it finely tuned to control exactly how I generate the finished level.

    I made this room editor to help me make the rooms I want and get the layout of the objects to be used to make the playable areas.

    anb.mooo.com/layouteditor

    I use the screenshot of it to make my visual layout (the objects the player collides with arent visible) and the string it generates to create the objects when that rooms generated.

    The project Im usin it for is a platformer with 160 different rooms it uses to generate the levels

  • yeah if you dont ever intend to make more lvls or add more after the games "finished" then Id go with the global per level approach.

    I prefer to make a system extendable from the outset just incase I do need it to be later on down the road.

    Id probably test if a global is greater than 0 when the level select screen starts. If it is Id know that number is the last level I did. Id only change that number from 0 if the level was completed.

    Then Id enabled the level complete sprite based on the number in the global then set the global back to 0

  • no your not understanding =D

    You can have as many different animations with as many different frames per animation as you want all in 1 sprite.

    You could make just 1 sprite per character and that sprite contain animations for each move (all named individually) and they have as many or as few frames as you need. It doesnt all have to match up exactly to work. Hell the SIZES of the sprites can even change between frames

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  • yeah but then you have to do that for EVERY possible set of controls you have. Thats overkill. To do customizable or multiple controls you need to be able to set abstract "functions" and then tell any keys you want to do those. Not tell your "functions" to work for multiple keys

  • UID should be considered as a pointer to that specific object for as long as it exists. As long as you have that UID you can access that object. IID is basically just another way of getting the .Count of a specific object. It can be useful in some situations but most of time you can handle anythin like that with a loop and .Count

    UID is what you want to use if you need to act with exactly specific objects regardless of how many exist in the layout

  • thats hard to do with C2 tho. You have to program events for each version of a control you have. If you could just say left arrow -> simulate control left then say key down "a" -> simulate left arrow. Thatd be VASTLY easier to do multiple control schemes.

    Is it even possible to do custom bound controls? Like click a button and it says "press the key for jump" you hit space and it from then on space = jump. I dont think it is

  • I like the 2 "not" txt ones. I think that makes the most sense. It stands out from normal txt cause its an icon and it clearly says its NOT doin what the event says and it reads more like common programming

  • yeah if you have a website you just need to upload it to your website the same way youd upload it to dropbox. Then you can goto the index.html and play the game.

    Like if your websites called MySuperAwesomeGames.com you make a new folder on your website (like GameOfAwesome)for the game and then upload your exported game from c2 to that folder then you can goto mysuperawesomegames.com/GameOfAwesome/index.html and play the game

  • folder with the same name as the family?

  • use one of the movement behaviors and simulate the controls or use bullet behavior

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aridale

Member since 7 Dec, 2011

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