Congrats2u's Recent Forum Activity

  • Gearworkdragon Thank you for your answer and for your support offer . I will try it out tomorrow and i will tell you if it works or not. But basically i figured out, that i was wrong in my first post. Each Scroll To function works only if the layer got values in their parallax property. That was confusing. I thought that Scroll to wouldnt need the parallax setting on the layers.

    But the main thinking is the same so the minimap and the ingame map should stay in relation to each other with a scale factor or something like that.

    Is the fact right, that you have to set the parallax values? is there no other way to move the camera if the parallax values are changed to 0,0?

    Best regards to you Gearworkdragon

  • So the intention about this question is to determine which kind of scrolling would be the most performant one. I readed that you can use a parallax scrolling or a camera scrolling.

    parallax scrolling would move each layer - with all objects and instances on which you included some parallax values. - Camera/Window is fix, Layers will be moved.

    camera scrolling would only move the system "window" part through the whole stage. - Camera/Window will be moved, Layers are fix.

    In my opinion the camera movement would be the best solution to save performance durring runtime. Except if youre using a static layout with static objects like i do.

    Does someone agree with this these? Or does both scrolling variantes cost the same performance? On the other hand i included a touch input tutorial whitch worked fine - but each layer had to be moved via parallaxing. So i would need only the camera to move. (I would need this, because i got a mini map and a ingame map i have to switch between - the minimap coordinates would have to be translated into the bigger ingame world coordinates - so if you click onto the right corner on the minimap, the camera should be on this location in the ingame map (#factorX/Y))

    i hope you understand why iam thinking about this decission how i could move the camera in the game.

    I hope someone can help me out with this thing. And yes i was reading the forum about this. But i got the feeling that nothing fits to my case.

    Best regards to you and thanks for your help!

  • Jeff thats right

    Like i said at the beginning - its a cool engine but its tricky to work with this kind of "scripting"

    Iam happy about your support

  • 99Instances2Go that would be a great option - only the previous footsteps would have to stay on the screen. Ive placed all footsteps on the screen. All except the first one has to be invisible or not enabled. Then you find the first footstep - after that the next one appears nearby. If you move to this next footstep the next one appears - and so on. . The main thing would be, that the previous footsteps arent deleted. That would solve the task.

    Working with differend levels would be a nice extra for this game (basically i would have only one stage with differend footsteps (different types but the core mechanic of all these footsteps should be like i descriped))

    Thank you very much

  • PS: Using an array to make sure that you have an order, in which you have to activate the next foodstep is a reason too, for using an Array. In my game you can scroll free through the stage, so it would set footsteps active, which shouldnt be active, until you follow the steps in a fix order.

    Example: On the screen, there is a footstep placed. You have to find this one. Then the next footstep right behind or in front of it appears - and so on. So placing all footsteps on the stage and make them only visible if you collides with them wouldnt make sence for my intention. Because there would be possible gaps between all footsteps.

  • All at first thank you for your thoughts about my problem . Basically youre right but i would have the previous steps to stay on the screen (currently they will be removed). So i think the array solution would be the best solution for this task.

    rojohound if i wouldnt need the previous footsteps your solution would may be absolutly right.

    99Instances2Go Is there a possability to let the previous footsteps stysing on the screen, whitout deleting them? That would be nice. The player should see all the previous steps he found durring the game. So he could see the complete path if he reaches the end.

    Currently i have placed a transparent gameObject on the screen center, so if youre searching for the parths, they only will appear if you find them "central" with the screen.

    Thanks for your input!

  • 99Instances2Go Iam not sure where i can find the part for enabling the next piece. Its weird - you are using a player on which you included a path...but there is no function to enable the next piece if it reaches the destination of a previous piece. I understand the initalization part youre doing from step 1 to step 8. But its a mirrycle for me how you enable the next pieces.

    Basically i have the stage (background) i want to move trough my window. I have to include a collider or something onto the window which detects the pieces, if theryre moving through the window center and set the next one active (like youre doing currently but without a player).

    Jeff Iam not sure what do you mean with "You´ve just answered"? Do i have to mark something?

    Thanks you two for your awesome support!

  • 99Instances2Go - Awesome! Thats exactly what i was looking for! Thank you very much for your example file! Now i have to study out how you did this with construct

    It would be great if i could ask you two, if there some other parts, i dont understand directly - if its okay for you .

    Thanks!

  • Jeff 99Instances2Go really Thank you guys! Nice support! I will try it out today!

  • Jeff Skyrunner Youre great! Thanks!

    I will try to figure it out.

    Each example would be great but dont stress yourself

    Cheers!

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  • At first - Thanks for your super fast answer. Youre totally right Jeff, that would be the idea.

    Could you explain me how to fill an array with the informations (UID)? because i couldnt find a possability to fill them into the array.?

    The next thing would be: I have to give them all a collider...or a position detection (plus offset in x and y direction) for detection when the next/following object has to appear on screen. But at first i have to bring the array with my sprites to work

    Thanks for your support Jeff - if you could give me an example of the array filling term it would be great!

    Cheers!

  • Hello,

    its my first post - and i have to say iam new here. I have watched some tutorials about how to fill arrays, but iam quite not sure how to solve the task i want to do.

    I want to place "foodsteps" (sprite images) in an straight order onto my screen. The game mechanic should be, that you have to search them, and if you find one, the next one appears on the screen (right behind).

    So you have to follow this foodsteps until you reach the destination place. I Thought to place them into an array and make the opacity of all (exept the first one) to zero. And if you follow the path, each foodstep which comes next will change its opacity to 100.

    I hope you can follow me. If not - let me know.

    So how would i fill my array with my sprites (basically its only one spirte i use several times via copy paste and placing on the screen unitl i got a big path with X instances of this sprite)

    It would be great if someone would have an idea.

    Usually i use Unity or flash to programm games in C#, Js, or ActionScript3. Its my first experience with an "non programming" engine.

    Thanks a lot!

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