The_Krick_'s Recent Forum Activity

  • So... I'm making a little Isaac/Gungeon style game. I'm doing pretty good so far, it's working out great. However, I am experiencing a graphical glitch involving the Z layer. I'm not sure if I'm doing this right, but I have two events, "compare y of player to npc, if player y is greater than npc y, move in front of npc" and "compare y of player to npc, if player y is less than npc y, move behind of npc"

    This might not be how it's done though. I've tried "for each" but that doesn't work. ONLY the first instance of npc functions properly. All others don't follow the "if player y >/< npc y" event.

    I saw someone post something similar to this a while ago, but the "solution" also didn't really help. I'm out of ideas. Anyone know what to do?

  • oosyrag Thanks.

  • (Also recommend going back and using tilemap rather than sprites. Bitwise neighbor aware tile selection is completely feasible using the tilemap object.

    You have my attention.

  • I've been trying to see what I could do with a sandbox style game, and this has lead me to making better looking tiles. I've tested a method of making a tile automatically change based on the surrounding tiles (the tiles are sprites, not tilemap tiles) and it's worked pretty good up until a certain point. I've been using "Is overlapping at offset" to determine if a tile should change. So instead of a grass tile staying a grass tile when a grass tile is placed on top of it, it will become a dirt tile (via animation frames). However, it stopped working correctly when I tried to make side tiles. The side tiles turn into edge tiles. As this may sound confusing as hell. Here's the capx: https://www.mediafire.com/?7x5qhs5au706slq

    As you would have guessed, I need help here. I've tried several times to get frames 3-8 to work, but nothing seems to fix it. I'm sure it has to do with how C2 attempts to detect overlapping objects, I need to find a solution.

    Thanks in advance.

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  • When trying to make a game that uses pseudo 3D. The closest example I can come up with is the style Don't Starve uses, just a little less 3D. My idea involves the player character being in front or behind an object depending on their Y value and the objects Y value. However, the problem I have is that only the first object created works correctly, all the others are always in front of the player.

    I need to know if I can improve my "3D" system to fix this issue. I've already tried "for each" and that's about all I can think of. Any help?

  • This is difficult to explain. I want to know if you can make an object "break" so that only the pixels on an object that are touched will be destroyed. As in, if an object overlaps a circle, the whole circle won't be destroyed, only the parts that the object is touching will.

  • Vallar I gave it a shot, and I didn't understand what I was suppose to do. None of the info I found helped either.

  • Well, I'm making a farm based game, one that does run on time based events. I have the game almost ready to be played, but I'm missing something VERY important. When the game is closed, I need the various time based events to continue. Such as crops growing when the game is closed. I'm most likely going to make this an HTML based game, if this makes a difference.

    I don't really understand how it could be done, but I NEED it in the game. Somebody please help.

  • I realize this might have everything to do with rounding (I never could) but when a text object displays a value, how would I make it display (for example) 5 instead of 5.3 . I do assume it involves rounding, but not at all sure what I'd need to do here.

  • If your issue has anything to do with both events triggering at once, try putting a simple 'Wait 0.01 seconds' above the other actions. If this isn't your problem, I can't really help you.

  • 99Instances2Go yes I did notice all that amazing stuff, I'm just used to messy project files. Thank you.

  • 99Instances2Go thank you so much; your name is going to show up in the credits for sure. Without you, the whole game would have failed.

    (edit) The original problem still persists, random instances of the turret will not fire if another one is firing too.

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The_Krick_

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