3030's Recent Forum Activity

  • Thank you guys! You confirmed my suspicions. I thought a lot about it and i think im just going to draw a bunch of cool looking stylized sprites. May as well stop being so lazy and put the art training to good use. :P Thanks again!

  • Set the behaviour "Destroy Outside Layout" on the enemy, that handles delete outside layout.

    Can you post a screenshot of the events you're using, or the capx file? It'll help the most in figuring out what is going wrong..

  • I was hoping to do some procedurally generated plants / trees in my game, but I have a few criteria:

    1) I need to be able to control the points of growth only because:

    2) I need to remember the intersection points so I can place 'leaf' sprites & berries on them.

    I was thinking of doing the first part via canvas, by generating tree arrays containing the growth points, then drawing (over time) the lines to the points of growth.

    The thing is, in my experimentation with Canvas, it seems having multiple instance of one canvas will draw the same thing on all instances, even in a foreach scenario. So im wondering: do I make one bigass canvas the dimensions of my entire layout (20,000 x 20,000 layout tho...) or will that cause some intense performance issues? Is there a nicer way to do it? If im drawing thousands and thousands of little branch sprites will that effect performance? I guess i should just get down to testing but I thought id see what you guys thought before i went too far down a dead end, in case you've dealt with this already.

    as always - infinite thank you's. :)

    Hugs, nate

  • Wow, thank you both so much, i didn't even think of that -- i appreciate the insight!

    Using this i was also able to modify another major aspect of my game which brought my total collision checks down by half... Amazing! Thank you so so much.

    One thing I cant quite determine is whether or not it's using the collision map or the actual sprite dimensions? From what it looks like, it's using the sprite dimensions, correct? So if it's a circle & not a square, the distance from the sprite in the top corner will be calculated according to the square sprite container, and not the actual circle sprite... Is that correct? It seems so..

    Thanks again!

  • If I have an object, say a square, can i determine via "Overlap at Offset" if i am within 10 pixels of that square with my player? I want to avoid creating an invisible 'tester' sprite around each square since there is literally 100 of these squares on the layout... Plus, doing it that way, wouldnt I be instantly doubling my collision checks?

    Thanks so much for anyone who knows the answer. :D This community is amazing, and I look forward to when I am able to help someone with an issue, too.

    Eternally grateful.

  • This helped me so much, Johnnysix, thank you so much!!

  • Hey there.. was curious if anyone has run into the challenge of making an enemy (esp. when multiple of the same type) will look around randomly whenever you are out of their line of sight. I feel like I'm doing everything i need to be doing with the actions, but its not working at all.. This is what I have:

    <img src="http://www.80bit.com/pic/Windows_7-20131130-150345.jpg" border="0" />

    Obviously its wrong because it's not working, but I cant think of any other way to do it?

    Any help would be massively amazing, i appreciate your time. :D

  • Actually, better to use choose(1,2) then it's locked to 1 or 2 - 50/50 and wont waste the incredible amounts of CPU devoted to round(). <img src="smileys/smiley36.gif" border="0" align="middle" />

  • No problem at all, thank you so so much for having a look!!! I'll rely on "scroll to" while I'm building / testing and can always implement magicam later, so no rush at all!

    If there is anything I can do / anything I can provide to assist you please let me know and I'd be happy to!

    tx again. :)

  • Amazing plugin, not sure if i've ever thanked you man, but THANK YOU. :) I've run into an issue that i am probably just braindead on solving, but when i setup a local camera to follow a local object, then that object is destroyed, i spawn a new instance (player) and the camera doesnt get back to following the new instance. I tried transitioning the camera to the new players position, which works, but the camera just doesnt follow him anymore.

    I am thinking its because it's still trying to follow the *now dead* version of the Player.. but what can I do to get it to start following the new one, i tried setting the camera follow upon respawning the new player, but i get no results....

    Any help would be massively appreciated! Thank you in advance.

    <img src="http://www.80bit.com/pic/Windows_7-20131129-114928.jpg" border="0" />

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  • GGAGRARARRARARARRRARRARRARARARARRARARAR

    Its been a lonnnnng day fellas, i quadruple checked the origin point of the player but never once went into the other ones. thank you both so much.

    Im going to bed.

  • Am i doing something wrong here? I boiled my whole game down to a simple process of placing a white square over my 'player' placeholder. There's another function that should drop a red sprite in the same place i am currently standing when you hit spacebar.

    Both actions behave completely unexpectedly (they place the sprites in the wrong spot... not on the player.. ) and I cant see what Im doing wrong... I would be in someone's debt to have a quick look.... maybe this is a bug? Is my game corrupt?

    Download the file here: (Droplr Link)

    Thank you so much to anyone who can look into this for me.

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3030

Member since 29 Jul, 2012

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