bscarl88's Recent Forum Activity

  • I think I figured it out. I just move the spawning boxes when they are too close or too far away from the player, and move them by increments of 64

  • So here's a little more description as to what I'm trying to do. It's like snap to grid, but only in game. I'm trying to make the spawners stay attached to the player at a 64x64 basis like the spawner will only move at 64x64 pixel rate, and it will always stay within a range that is divisible by 64

  • Ah, I was looking int the project properties, not the view. I set this on, but it doesnt work as the sprites arent placed in the editor, they are spawned as the player runs along. Each sprite tile can be anywhere from 64,64 to 320,320 (Multiples of 64). I have it set to move the top tile when they are overlapping eachother, but this still only works to an extent as it will leave little gaps between the tiles that are spawned.

    I edited the link to use the capx, I had the wrong link up before

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  • Ah, I was looking int the project properties, not the view. I set this on, but it doesnt work as the sprites arent placed in the editor, they are spawned as the player runs along. Each sprite tile can be anywhere from 64,64 to 320,320 (Multiples of 64). I have it set to move the top tile when they are overlapping eachother, but this still only works to an extent as it will leave little gaps between the tiles that are spawned.

    I edited the link to use the capx, I had the wrong link up before

  • would that automatically only place them in 64x64 increments? I was looking for it before, but i can't find the option under view

  • hey man, we need an artist, can I see some of your art?

  • So I've been working on an infinite level generator, and it works like this:

    There are spawner objects all around the player. If they are active, they spawn the tiles as you run. They become active under 2 conditions

    Condition 1: If the spawner is not currently overlapping an existing tile

    Condition 2: If the player is running in the direction of the spawner. So the right spawners are only active when the player is moving right, bottom are only active when player is falling, etc.

    This leaves 1 big problem, the tiles look a little odd when they are placed like 4 pixels above the one next to it, or 25 pixels apart, making the player think they can squeeze between the gaps. It's on the Level 2 Sheet, events 16-43 in a group called NewGen

    https://www.dropbox.com/sh/xh39yofyqj4f ... rator.capx

    Thanks! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • thanks guys! It's nearly done, just need to decide on the theme (Thinking star wars like) and replace the art)

  • Here's a little game I made, it's meant to be played on a phone/tablet. Just press and hold anywhere on the screen to initiate the invisible joystick, and move your thumb for control over the sword. Deflect projectile and kill off enemies. All the art is just whatever I could get a hold of.

    Feedback, suggestions on overall mechanics or ideas? Thanks! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/104 ... index.html

  • need this

  • ah, i guess i could do a mix of : is character moving & compare speed > 0.

    I just set it set my variable to true of any of the move left/right buttons are held down

  • seems like it should be simple, but I can't figure it out. The only way i can think of is to check if the direct controls for left/right are being pressed, but that's not consistent with how we have the check for jumping or falling programmed.

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bscarl88

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