nimos100's Recent Forum Activity

  • Here is a very simple "map generator", not really but it does fill the screen using a tilemap with 110040 tiles. Which is quite a few. So you could do it like that if you wanted.

  • Hard to answer as you haven't showed how you made it in C2, but might be because you spawn and have to render sprites in C2, and in the C++ you use colors or do you also spawn images there as well?

  • Im working on my dynamic dungeon creator (A lot harder than I thought ) So even though its not exactly the same, I think it involve some of the same issues that you need as well.

    It is still very early in the process, but what it does at the moment is creating varies rooms of different sizes on a grid. That part is probably not very useful for you, however during the creation it uses checks to make sure that rooms doesn't overlap and creates boundaries for each room, to make sure they doesn't merge during creation, and uses a roll back system that make sure that if a room during creation collide with another room, it will rollback the part of the room that is already created. And I guess you could use something similar in your game. To figure out air being sucked out of some rooms which are damaged, power going out and so on.

    However don't think you would be able to use my exact design for it, but with certain changes I would assume it could handle such thing as well.

    But you can check it out might give you some ideas to how you can make one that suits your needs.

  • Ok think you misunderstood what I meant, I have no clue if that solves anything or not. I just found it weird looking, so just wanted to make you aware that it might not be the way you wanted it to be. But if things still seems to work, and the high score, which I assume that sub event had something to do with is still working, then its probably didn't hurt.

    But there are to much code for me look through and not a lot of comments to go with it. But if you say that it only happens from level 7-10, then you have a good place to start, try to compared the difference between switching level from 5 to 6 and from 7 to 8.

  • [quote:9jpygpi8]Also,

    nimos100

    , what did you mean by, "Except 11 because it looks a bit weird, "On start of layout" (Line 12) are link to "Active level 10" (Line 11) What is the reason for it to be link to that only, ain't all the levels the same in regards to the high score or?"

    I don't see any link on line 11 at all:(

    "On start of layout" in event 12, its a sub event of event 11, which seems a bit weird. it only apply when Active_level = 10?

    [quote:9jpygpi8]@samblack Hey, thanks for the help. Can you show me what you mean when you say, "have you delete the function part of lvl 10 when your were making the code."? I don't get it:( Can you show me what you mean?

    Sorry have no clue what he is talking about

  • If you haven't done the tutorials yet, doing those can be a good idea.

    Otherwise you can make something like this, its not a game:

    You have to make each circle from 1 to 4 go to the square of the same color.

    Rules:

    1. They cant touch the gray box in the middle.

    2. Only 1 circle must move at the time.

    3. The circles have to go there, not just "Teleport" there.

    If you can do that, you will be well on your way. As this involve a lot of parts that you would need to make pretty much any type of game.

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  • [quote:2xvt35nr]I'm guessing the problem has something to do with choosing instances of an actor, as only the first actor instance gets checked for passability. Help?

    Your picking is fine for this, you just need to add a "for each".

  • [quote:2zk1r55r]But is it possible to add new frames on runtime and load a different image for all frames for a sprite object and then set the shown frame for each object?

    I cant test it right now because I don't have access to C2 here.

    I don't think you can add frames to objects during runtime, at least not what I can see, you can however add the amount of frames you need before hand so it matches how many you need. And then just use them if you need or make it so it doesn't apply them if you don't.

    Here is an example of how you can apply different images from URLs to your sprites. If you want to exclude some of them, you can change how the "Set frame" work in the object handler.

    You could do the same without the object handler, by simply move it to the create event.

  • you can do it like that, it will increase the size of your project since you have to add some kind of objects to the area, but that is to be expected.

  • I tried as well some time ago and couldn't get it to work correctly either, sometimes it would do it, but most the times it just didn't work. Never managed to solve it.

  • Here is how you can do it, tried to explain it more visually, in case Its a bit confusing.

  • While doing some research about how to create a dungeon generator I found this site. Which is really nice for people making RPG games, but in general it have a lot to offer in terms of ideas, especially if you are looking for stuff about how to do random stuff.

    There are things about:

      • Generate a random world map.
      • Generate random names for characters, events, taverns, etc.
      • Generate random quests, NPCs, loot, castles, towns, etc.
      • Generate a random world map with mountain, forest, and city hexes.
      • Generate a dungeon with random features, monsters, and traps.
      • Generate random weather, from clear to storms.
      • Generate random names for characters, spaceships, locations, planets, etc.
      • Generate a random star system, including primary planet physics, population, tech level, and other characteristics.
      and lots of other stuff.

    So thought that it could be helpful for a lot of people out there. Its really well made.

    http://donjon.bin.sh/

    (If it have already been posted here by someone else, then its here once again )

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nimos100

Member since 23 Sep, 2012

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