mystazsea's Recent Forum Activity

  • Mmmm...As far as I know..

    There is no support for this...

    I could be wrong though..and completely happy to be wrong...

    It would be a interesting feature

    You can Scale the layouts....but I don't think resizing is supported during run time...I could be wrong...

    If you want to have different Resolutions for Screen sizes you could always have 2 or 3 layouts set to the most common aspect ratios..

    but I get the feeling you are not after that idea..

    I am pretty sure the layout size needs to be set pre- runtime

    It probably is possible

    I notice that WIX the online webpage creator/editor can resize layouts in real time...so it must be possible..but I dont think its been covered in C2..

    Maybe Ashley could give a better answer?

  • If you are trying to Stack your Array from the Bottom..Use Push to back....

    Your Tiles are made up of I presume for terrain stuff like Grass, dirt , rock, etc and you want it done in layers?

    There would need to be some limited Randomization to your Generation seed but no so much that its too chaotic...this takes time to figure out...Seeding is a fairly exact science..you need to know the basics...its not something you will pick up in 5 min....You will get the concept but not the actual coding..

    You probably should start a proper Grounding in the idea... before you get serious..its a complex field but easily doable once you understand what has to happen in order to do it..

    Read up as much as you can then do some tests...before you make your game..every hours you spend studying will make your game better in the end..

    Try these for starters and run with it...

    http://www.gameprogrammer.com/fractal.html

    http://en.wikipedia.org/wiki/Category:Computer_graphics_algorithms

    Also this might help you...

    GENERATING RANDOM TILE

    The basic idea is to Generate a seed , then load it into the Array either from front to back or vice versa....persona preference for me is start at the base. the ROOT data and then move up the tree creating nodes of detail as you require..

    this way..the over all effect is a coherent world populated by detailed areas with Gold, lava, rock, gems etc...that are created and populated at the right place and layer ..this is all determined by your seed or Ruleset that you create and must know how this works before you can really even start to think about it.

    Load your tile data or create a generation algorithm that generates the tiles you need and then "push to Back all of the Data in the right sequence...so obviously Grass would go at top..Dirt next, then rock etc...but yeah..STUDY first ..then test, then refine...

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  • Not quite sure what you mean...but have you tried making a new Layer "Rain" Put your Rain Fx/object in that Layer, then set the Layers Parallax & scale rates to 0 in the Properties pane for the Layer..

    This will make that layer always be fixed on whatever is being "scrolled to" Hopefully your player,

    It will appear to rain over the area that is currently viewed..

    There of course are plenty of other ways to do it..such as Pinning your Rain Object to the Player or setting its X,Y pos to the players Every tick

    Any of those should do it..

    personally I would use the Layer technique as it sometimes you make want a Cinematic camera pan and its nice if the rain follows the view..

  • Yes..Paradox.. I had thought of that..I sometimes use.that practice for path tools..but the sheer volume of images I use daily, its just impractical... The toggle although a seemingly minor feature would save hours of time...which means more creating..less tedium....can focus on the creation...Ashley is brilliant genius...i know he has already probably dreamed up 20 or so brilliant ideas to get around this...my idea was just shortcut to somewhere...I am sure there could be a thousand other uses of the collision box that we haven't stumbled on yet for design purposes...its a brilliant system..I do often like to ponder its deeper mysteries...what if the world had no collision boxes!!!? We would all be one super big/small being with one consciousness...cool hey....i mean in reality there is no such thing as a collision box...we have Atomic Bond Force strength that prevents objects from immersing or overlapping....break or synchronize that Bond magnetic field and you get grey goo masses..:P but yes there must be countless uses of the collision mesh idea other than how we already use it...Whole other genres of games...software? ..Such a small feature but so many uses....I must say I am astounded by the applications that can be found when you look at all of the behaviors etc that are already in place...C2 is like a huge box of surprises.....endless possibilities..and just when you develop one idea. you stumble upon 20 others that are even cooler...

    I think Ashley is secretly a Super Genius but he isn't telling anyone...:)

  • Yay!!! You are the best..!!huge cheezy grin <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hey everyone... I was just messing around as usual today in the best program in the world when I realized that having a Toggle Switch to show all of the Collision Boxes in The editor on screen would be a handy tool for aligning stuff making sure that you dont have gaps or holes etc...

    Some Other editors have this ability..

    What I mean is NOT only in the EDIT IMAGES popup dialog but also a toggle for the whole LAYOUT in the editor window...to check for overlaps etc

    I think it would help isolate issues quickly and assist in optimizing production time...

    I understand it may lagg the memory possibly but as a toggle button ..it would be handy to see where your Collision meshes overlap and where they dont...before you play test...

    Any chance its possible with C2?

    I dont see why it would hurt ..

    What do others think?

    Would you find this feature handy?

    Ashley?

    Possible?

    C2 is made of stuff, LEGENDS are made from... <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Why not both?..it would probably look better..

    A single Animation with as little as 9 frames would do it..for smoothness and then a sine wave angle that is synced to the Animation ...and just use instances

    it Shouldnt use too much memory..if you do it right

  • Cant you use Instance Variables to keep track of each new Object as its spawned?

    for example....add a instance variable that tracks the Size of the object and the number of larger sized objects you want

    and then add an extra event that says...

    # of Spawned objects < 5 ..On Object Created/spawned

    -> Set size 64x64

    -> Add # of spawned 64x64 + 1

    etc

    once the number of 64x 64 is reached no more should spawn at that size..

    fairly straightforward

    and if you really need to lock it down...put a 'For Each'(object Spawned) condition in there as well....

  • You might find that what is really happening is a very large Array that stores every pixel of "dirt" in the screen/layout resolution..

    when the players/ digging object comes into contact with the onscreen array dirt..it is removed from the array's corresponding position..

    basically set up by the onscreen pixel coordinates

    its been done in many games before..

  • Another simpler way is ...create a new sprite (your dot!)or spawn it at the player location when they register the death ..

    then destroy the player. but the dot sprite will remain on your layout where you left it..(at the players death spot)

    Then if you wanted you can respawn the player at the dot, next to it or whatnot ..you would need to keep track of how many times the player dies as well...so that you only respawn at the most recent death spot...if that is what you want...

    You would need a player object and a Death Dot object and your level layout of course..

    So it would look like this on your sheet..in pseudo code

    <condition> Player health = 0 (or Player(variable = dead))

    <actions>->> "Player" spawn another object "Death Dot" at player origin

    ->> Player set death animation

    ->>wait until animation complete

    ->> Player Destroy

    ->> Wait (any amount of time you like)

    ->> System>create object"Player at "Death Dot" origin

    optional ->> "Death Dot" ->> destroy

    Does that make sense?

    if you go slow....Break down EVERY action you want to see into EACH separate action...Computers work like this..One event at a time very fast...stacked up in logical sequence ..the computer/program will follow exactly what you tell it to do ..as long as you put your orders in the right order ..the computer will execute those orders exactly as you wrote them..so it something doesnt work...it because you didnt make your orders simple enough.....one thing at a time....until you get good at it..then you can do fancy stuff...multitask programming..

    dont worry...just go slow....computers may appear complex but really they are just doing one thing at at time REALLY FAST!

  • mmm I usually just Force a 'For each "tree condition on stuff like that and it works fine for me...have you tried that?

    Try putting the trees in a Family then add an extra condition "For Each->(TreeFamily)....

    that usually works for me....

    Its not usually necessary but sometimes FORCING the condition works more consistantly

  • There was a video about Layer scaling rotation some dude posted WAY BACK showing FULL layer rotation but if you are saying its not supported Ashley then he must have used a similar technique to what you described...I dont know where that Video is now..but I think it was previously in the Tutorials Section...

    The guy was showing off full rotation, scaling and whatnot..showcasing some of the features of C2

    Yeah also, try looking at the Airscape game on the Arcade and Forum posts about how it was done...I am pretty sure they posted tutorials on how they did it..

    it uses rotation of the entire layout or something ..

    The game is here..

    http://www.scirra.com/arcade/addicting-rotary-games/848/airscape

    You can find the Forum threads with some digging

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mystazsea

Member since 14 May, 2012

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