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  • Anytime, mate:)

    Btw, I've been playing around with your capx recently and tried to add 3 more floormarkers.. Got a noticable FPS dropdown : way too many individual sprites.

    Using TileMaps is waaay more efficient FPS/CPU-wise.

    Take a look at this example!

    Actually, it's first time I've tried tilemaps, and I see a HUGE perfomance boost:P

    Yet another little "magic trick", thought it might be helpful;)

    (P.S. Omg, THIS is hot :D)

  • You're welcome:)

    Oh, right, forgot to mention!

    C2 seems to have a weird "overlap" detection.. objects count as "overlapping" even if they are just "back to back"..

    hmmm, not sure how to explain it:(

    Just look at the floormarker's collision box, you'll see that "magic trick" is to make it a bit smaller than sprite itself :)

    Hope that helps!

  • Hello!

    you need an event like:

    "On button clicked" do "System -> Restart layout"

  • I think you need to check if your floormarker is overlapping floortile every turn, before spawning a new floortile.

    Something like This, I guess.

    This is just one way to prevent spawning several tiles at same location.

    Also, preventing your floormarker from going on a location that is not empty (already has a floortile there) might be another way to solve your issue. All you need is to check if location is empty before moving floormarker there.

  • I know, mate. As I've said, it is not a complete solution,

    but a working system that (I hope) can be easily recreated/modified to meet PSI's needs:)

    And the reason why it was not working on your smartphone is no touch input added, I believe :P

  • I haven't tried mobile platforms yet, so not sure..

    But making a polished PC project and then porting to other platforms seems like a nice idea to me:)

  • Rightclick on an event -> Make "OR" block

  • Oh, I see. Well, I didn't manage to make Containers work with families properly :(

    So here is an other way.

    No containers involved, but you need to add a variable to Collider object.

    looks like it's working fine, hope that helps:)

    P.S:

    2. Sometimes you can land on the head of the enemy and no damage is done... you just ride the enemy

    Hmm, try to play around with Collider width and position, might fix the issue.

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  • PSI You're welcome, I'm glad I could help)

    ..How much coding did you have to do to get to this point?..

    If you mean this particular example, it took about.. 4-5 hours maybe?(I know I'm slow :P)

    As for my overall coding expirience, it's none to little) maybe a couple of months of non-intense C2 studying and basics of OOP long time ago:)

  • Oh yeah, it's not intended to run on mobile devices :) It is an idea of how to implement a skill system, not a complete solution on PSI's needs;)

  • Ah of course, why didn't I think of that. Thank you for the advice and also thank you for including an example capx.

    Anytime, mate :)

    > I did it by pinning a collision box on start of layout to the feet of the player. Then have that set where if it collides with the enemy it will destroy it. Once I am done with what I am doing I will post the capx for everyone would love some feedback on my first game.

    I'm curious if that method will still allow you to kill the enemy if you fall on the side of the enemy because the feet of the player can still touch the side of the enemy as you are falling if the enemy is big enough.

    I guess it will ;(

    Well, depends on how collider sprite is set up, but still might be buggy. Either way that works is fine, i think :P

  • Hello guys!

    What a lovely question :D Was not going to make a complete example,

    but decided that it might be interesting to do:)

    At first I thought I know exactly how to implement a simple skill system.

    Then I've tried to prototype it.. Well, turned out that it was a real challenge. Finally got it running :D

    Not the most ellegant solution, overcomplicated I guess,

    and I have no time to comment or fix it now, but..here it is. DEMO here.

    Guess it's a kind of a generic skill/technology system.

    Might be hard to understand, so feel free to ask any questions,

    I'll answer as soon as possible. Also I'll try to polish it later and comment the capx.

    But till then.. Have fun reverse-engineering:P

    I hope it helps your game,PSI, your screenshots look great:)

    P.S. think I'll make a little tutorial if I manage to simplify the code)

    Sincerely,

    George

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JJList

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