mystazsea's Recent Forum Activity

  • Try using an array that stores the data you need to check...an array will even let you alter the map and update the info as needed...look up up the various tutorials on the forums and the manual entry on arrays..they can be used in just about any way you can imagine

    Hope it helps...its basically what you are doing anyway....CS2 has a built in function for that...:-)

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  • Terraria you say..yes excellent game but Ummmm....

    What about "Cortex Command"..Sheer Genius..A Brilliant Indy game... 11 years in the making...

    The only way I can think how they did it was with an Procedurally generated Pixel Array of Truly EPIC Dimensions

    well worth a look...if you can figure how they made that and give me that code ..I'll buy you a Lamborghini ....A phat red one

    http://www.datarealms.com/games.php

  • mmm yeah I get 404 errors for all of those links...Firefox and chrome...can you relink with working ones?

  • Yes this would be a very Handy Expression...What are our chances?

  • Ahhhha you are welcome HPA97...if I had more time I'd build you one

    Maybe if you get it working...you could put up your finished map as a Template Example or CAPX so everyone can use it :)

    Would save people alot of time...

    if not I'll get around to it later...

    :)

  • Fog is a whole other story ..you would need these elements working first...but the basic principle is a second layer that is set to Destination out and unmasked with a Player locational Brush Draw function

    Or another way is to use overlapping sectors of FOG that you make invisible..

    THINK BattleTech HEX grids and you are there

    HEX GRIDS

  • Well to get something like the image you showed above..

    you would need several components all working together

    They would be ...

    -The MAP border or Frame...

    -The MAP itself...

    -Positional data and Markers etc

    -other control buttons etc

    The first thing to do is create a smaller version of your game world in a map format.

    The other parts also need to be created, including the Map markers..according to however you want it to look

    Its basically a Gui..that updates in game time...

    You can set any function you like using the Event Sheet.

    I would make a separate Event sheet just for the MAP and all of it functions and "Include" that sheet for any level that needs the Map

    It should be on its own layer like(HUD LAYER)so you don't get lost and set as the top layer or close to top layer..

    To get the Alpha effect you would use a Masking layer that culls the rest of the map from the screen and only shows the part you need to see.

    The Map itself is a sprite object, A birds eye view of your game world Preferably built to Scale,

    I would add a Family called something like HUD MAP or similar ..This Family would most likely be made from The Map objects..The Frame, the map itself, buttons and other objects. This allows you to remove or move the MAP family at once rather than several separate objects.

    How you want to implement the maps functions is up to you..its your map customize how you want it to be

    To help you do this...There are many questions you need to figure out BEFORE you make the actual GUI...

    Functions such as

    Does the map scroll to the players position...?

    Does it zoom or Scale with mouse wheel or other controls?

    Does it allow Way-points or Navigation markers etc?

    You are building a functional Scaled top down view of your level basically

    So aside from graphics you also need to correlate markers with "real world" places....This would usually be done mainly by Graphics

    For locational data for revealed markers you would need to either make your Map to precise SCALE..or have a table(Array) of Locations that are individually called by events when your player reaches that position in the game world or finds out about that location via questing etc..

    For eg:

    Player overlaps object(cavern entrance)

    -> Map_marker(Cavern_Enter) set to map position(x.y)

    -> Map_Marker(Cavern_Enter) is visible..and whatever other functions you want to call

    its all driven by game world Events but affects the HUD(map) object

    You would use commands like

    Mouse is over object(map)& mouse wheel roll up -> zoom/scale map object

    etc

    or just use buttons to control that

    Plan out everything you want the map to have then build each component and link up all the code as you need it...

    Start simple....Any level of complexity is doable..But its up to you how far you want to go...

    That should get you started

  • Yes I am on Firefox also but yes I can see what you mean not aligned

    I would Check your Layer parallax settings.

    The layer that has the Text on it...you may of accidentally or intentionally set it to appear that way.. You would have layer parallax visible in editor turned off and so it appears normal but when you run the game it appears at it true parallax position...

    its easy to do because the layer parallax settings are located right under the layer dimensions ...you can easily set this of slightly and not notice..especially if "Parallax visible in Editor" is turned off

    its a good habit to always turn this on so you can position objects on layers properly

    Hope it helps

  • Well your Theory/Psuedo code is correct..It should work

    A few other things to check would be Z order Make sure that you are spawning the object on the right layout and that its visibility is properly set..

    Try spawning the object somewhere else first using the same code...and If it appears then its most likely just behind the Enemy1.sprite

    You can add a small code directly after the spawn that is

    Targeting Graphic->Move to top of layer

    try that...there could be a few other problems but that is what I would try first..

    its not the only way to check X though...

    you could also do something like

    Every Tick-> System(Compare two values)Player.X = Enemy1.X

    Action->spawn Targeting Graphic at Enemy1.(image point)

    hope that helps

  • cant you just add an extra condition?

    like

    Condition 1->on key D down

    Condition 2->on Key J down

    Condition 3->is player on floor

    Condition 4-> is animation(running)playing

    Action-> player set animation "Charge Attack"

    etc

    if not that then something like

    on the above Key releases set a Variable if all conditions are met...

    and a new event that checks this Variable...and if true then play kick animation...

    it should work

  • btw megatronx you rock as a Composer...

    You should definitely keep working at that stuff..you are Brilliant!

  • Thanks for the Acknowledge Ashley...Its not a horrible issue..just one of those things that would make really really really super amazing brilliant excellent cool +11 ! you know...haha

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mystazsea

Member since 14 May, 2012

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