balsh's Recent Forum Activity

  • thanks, how I missed that >_<

  • I've made a system to make the enemy follow my player on a 4direction movement base and avoid walls, it works ok for 1 enemy but as soon as I try to clone it and add some others bad guys, things get messed up.

    Here's my capx https://dl.dropboxusercontent.com/u/55828593/simpleAI.capx if anyone can help.

  • R0J0hound

    thanks that's what I was expecting from what I've read in other threads but I was having trouble cause I was not using contenairs.

  • I'm having an amazing fun with your plugin

    One thing I can't figure out is how to implement pathfinding with it.

    Even if only for the X and Y axes, how would you do it?

  • Hey Rojo is it possible to do some grid base movement with this behavior?

    nvm: I got it to work I was using a stupid system.

  • Awesome! just what I needed thank you.

  • I'm a bit late to the party but your example and explanations are really cool and exactly what I was looking for, Fisholit, thanks.

    I don't know if you're still around but I've tried to add some more blocks with a different heightZ to your demo.

    The jump part works ok but I can't figure out how to z-order that stuff correctly.

    Here is the capx:

    https://dl.dropboxusercontent.com/u/55828593/IsoPlatformer.capx

    Your hack

    doesn't do the trick anymore for the higher blocks obviously.

    I hope you or anyone can read this and help me to fix this out.

    Thanks.

  • Hey I'd like to set up an isometric platformer kinda like Landstalker on Megadrive/genesis:

    https://youtu.be/nzdoPZIkBGo?t=5754

    or Mario rpg on snes.

    The jump part seems really tricky to me. Is there a way to do it with your plugins?

    So far I've set up the movement with gridmove and initialize the board with tmx importer, but I can't figure how to do the jump part.

  • Thanks for your answer it worked when I've replaced " with "".

    I'm not sure I understand that ajax stuff for now.

    edit: got a problem with importing my tiles in c2 because the origin point was messed up, got it fixed now.

  • Hi

    does it work with isometric maps?

    I've tried but I get syntax errors with both parsers

    In your tutorial sections you say "Parse tmx input string", do you mean just copying the text from the file from a text editor?

    That's what I'm trying to do.

    Thanks

  • Thanks for the replies.

    : I've been thinking of using those invisible triggers but I'd have to set them up manualy I guess and then set the different conditions for all of them which can be a real pain cause I want the map to be quite big. I need a somewhat more automated process.

    : The thing is I'm not using a noise (so no seed) for my array, just random numbers from construct and if I split it or remove it on the fly they'll be different every time I wnt to recreate them.

    The layout limit is not a problem for now, I just want to make it big enough not especially infinite(Terraria maps are not infinite as well, just quite big).

    So the part I need to tweak in my project is here:

    (spirtes are 8x8 pixels)

    I'm trying at the moment to spawn the sprites when the map.curX*8 is close to the viewport

    I've found a way to destroy the sprites when they're outside the viewport+n value, with the Pick by evaluate expression. But I still need to find how to create them only somewhere around the viewport (line by line when player moves) and make this happen only once so that it doesn't create sprites instances where there are already some (no overlap).

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  • So for the past few days I've been having fun making a basic procedural map generator for a 2d sidescroller (kinda like terraria),

    here is what I got so far https://dl.dropboxusercontent.com/u/55828593/RandomMap/index.html might take a while to load, press F5 to get a different result.

    Basically, it's a 2D array used as a "tilemap".

    I set up my array values with different stuff then create sprites for Each array XY at (Array.CurX,Array.CurY) depending on the array value at those points.

    But when I try to expand the Array width too much (cause I want a big level/open world), the game will crash and won't even load.

    Probably cause too many sprite/objects are created (If I remove the process of spawning the sprites the game will load fine, so it can generate the array but not create that many sprites).

    So I'm trying to find a way to "spawn" things on the fly.

    I've thought about spliting my layout into different zones on the X axis.

    For example if player is in zone 4, it will only spawn the sprites for the zone 3, 4 and 5. If player go to zone 5, it will spawn the sprites into zone 6 and destroy the sprites into zone 3.

    When a player is in x zone, only sprites in x-1, x and x+1 zones will be created. You get the idea?

    I'm not even sure if it can spawn that many sprites fast enough without getting some lag but it might work (if I make the zones small enough maybe).

    The thing is I have no idea how I could do that, I was thinking of another array to make the zones but I'm not sure how to implement it.

    That's why I'm asking you for help.

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balsh

Member since 31 Jan, 2012

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