InfiniteRockets's Recent Forum Activity

  • Thanks for the input; I had a feeling that might be the case. Maybe I'm missing something, but is there a sprite/tile-based workflow in Construct that might be helpful for the kinds of platforms that I'm generating (i.e. in the gif)? I can see how placing individual tiles in a static level might work, but when I'm stitching together the world randomly from a bunch of different platform possibilities, I'm a bit lost - particularly because they can be different heights/lengths.

  • I'm creating an endless runner game with several different pre-made platforms using Tilemaps - my thinking was that being able to quickly edit each tilemap would be good for the prototyping process, as well as the eventual performance gains versus using large sprites. The Tilemap for each platform is currently a single 128x128 checkerboard image that i'm using to pain each platform, so each platform has its own instance of this image. Because I'm going to be randomly selecting these platforms, I'll be generating and destroying them at runtime without a need to have a first instance on the stage at the beginning of the game.

    What I'm struggling with is understanding how to work with the prefabs/Object types in my project and making changes to these. If I have an instance of a particular platform/tilemap on my stage and make changes to it, any further instance placed on to the stage will reflect the changes that I've made. This is totally fine and what I would expect to happen.

    However, if the final instance of the object is removed from the stage (but is still in the project), when I drag it from my project list onto the stage, it reverts to when it was first created. Except, sometimes it doesn't and it retains the changes as I would expect. Has anyone else come across this?

    Is there something about tilemaps or the Object Type/prefab workflow that I'm not understanding? Is there some way of committing changes back to the original prefab? If I was working with a Sprite, I would simply double-click on the original Object Type in the project and make changes that would be reflected in all subsequent versions of that object. But with Tilemaps, all I have access to is the original tile/sprite used to create that specific Tilemaps.

  • Great, thank you for your help!

  • Hi all,

    I'm making an endless runner prototype that will feature a number of preset islands/level chunks that I'm planning on spawning. I had originally planned to use large images of each island exported from Photoshop and then optimise with another soution later, but I'm keen to solve this problem now. The runner template uses the Tiled Background plugin, but my islands are going to be a little more designed than these, with different height segments etc. One of them might look something like this: -

    What is the best approach to this? So far, it seems that using a Tilemap to represent each platform would work, and I've loaded in my checkerboard template and used this as my only tile. I can then intuitively draw and test different islands. Am I likely to run into any issues with this approach? I know this isn't necessarily the intended use of the plugin.

    Something I'm not sure about is how to update each of the original island Object types/prefabs when I change some of the tiles around on the stage. If there is no existing instance on the stage, it seems to revert to the original state when I drag a new one onto thestage. With a Sprite, you can double click on the original Object and make changes that affect all other instances, but it seems Tilemaps don't behave in this way?

    Any help is appreciated, and I'm happy to provide any further information if that would be helpful.

    Thanks!

  • Thanks to both of you, I managed to get this working! Cheers!

  • I'm trying to do some basic optimisation for my endless runner where platforms are destroyed once they leave the play area. I can't use the Destroy When Outside of Layout behaviour because they spawn outside of the layout to give the impression that they're seamlessly scrolling into view. Additionally, my player is continually moving right with a simulated platform behaviour (with a camera which scrolls with it), so the world's X value is continually increasing which makes it hard to determine a specific coordinate value to destroy the platform.

    I feel like I'm missing a really simple solution here. I have been able to create an basic anchored sprite which kills the platforms off-screen when they collide with this, but I don't really like this and would rather use something position-based. Ideally, I want to do the same for any other objects/enemies that leave the screen on the left. Any help would be appreciated!

  • I'm not sure if you want your Construct files to be playable in a browser or just available for download, but my suggestion would be to host everything through Google Classroom and have your students join this. That way, you have complete control over the project and can also upload, embed or link to any supporting documents. If you want a version of the game playable in a browser, I suppose you could host it through a private itch.io page which is only accessible through a specific link. Hope this helps!

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  • Perfect, managed to get this working as intended! You're right, using bullet has actually opened up some other possibilities alongside the extra control. I haven't quite worked out how to do the pause at the height of the attack yet; I guess I could look at the player's X and Y values when the down key is hit, disable gravity temporarily, hold the position for a moment, and then reset it when the player hits an enemy/ground?

  • I'm trying to implement a ground pound/butt stomp move that allows the player to effectively slam into the ground regardless of what height they've jumped up to or if they are are already falling from a jump. Here's an example from one of the New Super Mario Bros. Games: -

    I've tried a couple of different solutions where if the player is jumping or falling and hits the down key, gravity is temporarily increased but this doesn't really work as intended (possibly because the slightly pause is needed when the move is triggered to heighten the impact). I feel like there might be a better solution; does anyone have any ideas? I'm currently using the platform behaviour with double-jump enabled if that makes any difference!

    Thanks!

  • Worked perfectly, thank you! I love UIDs!

  • Hi everyone,

    I'm working on player and enemy collision similar to something like Super Mario Bros; I want to ensure that the only way that the player can destroy an enemy is if they jump and land directly on top of them.

    Right now, I'm spawning enemies and then having them spawn a 1px high sprite which matches their width to act as hit detection from above. This is then pinned to the top of the enemy sprite. If the player touches this line whilst falling, the intention is that it will destroy the associated enemy that it's pinned to. The problem I have is that it currently destroys all instances of enemies that are on the screen. Is there a way to only destroy the enemy attached to the line sprite that the player hits or a more elegant solution to this problem?

    Thanks for your help!

  • In addition to this, does anyone have an idea how I could attach an artwork asset to the surface of each platform when it is spawned? For example, I could create a small blade of grass asset, spawn it (or several), and then pin it to the surface of each platform in a random place to give more variety to the assets. I'm not sure to handle this as the height of each platform is different.

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InfiniteRockets

Member since 17 Nov, 2015

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