Yozzik's Recent Forum Activity

  • At the moment i'm working on a fairly large game with a lot of interfaces and with it's growth i see some quite primitive yet handy features to be implemented:

    1. Folders for image points. 30+ imagepoints on one sprite for buiilding an interface element becomes a headache. If we have folders in animations why can't we have them in imagepoints?

    2. Search results highlight. Search is a super feature but in it's current logic it shows the whole "branch" of subevents - much more then i want to see. This can be solved with adding a backlight of the searched phrase or at least showing only event\subevent itself.

    3. Object names in subfolders. It's impossible to optimize the number of objects and, for example, sometimes i have to use similar sprite objects in different subfolders. This forces me to name them like "%subfldrname%_%objectname%" or "%subfldrname1%_%subfldrname2%_%objectname%" or even deeper. So, is it possible to make object`s unique name check only in it's subfolder and having objects with similar names in different subfolders?

    4. Flexible variables. As for a large project (800+ events in prototype) there can be more productive way to work with objects that have a lot of variables. For example, you have an object that has 3 int variables that are "counters" like "enemy1Killed", "enemy2Killed", "enemy3Killed" and only 1 Enemy object (with animations "enemy1", "enemy2", "enemy3"). On Enemy destroyed you have to add 1 to the right variable. Yes, you can make a "branched" event with matching right animation names and right variables, but what if you could do things like Add 1 to variable "Enemy.AnimationName"&"Killed"? It looks a bit similar to "Go to layout" and "Go to layout by name" or the same thing in sounds picking.

    Yes, this thread can become a thread for advices, not a suggestion thread.

  • Live and learn, live and learn... Never noticed this condition.

    Thanks a lot!

  • Just to clarify: there is only Touch, no mouse, so i have no "Cursor is over...".

  • Hi, community.

    For quite a long time i have an unsolved problem: picking one of the overlapping objects.

    In this project i have 5 cards "in hand". The problem is when i pick any card that has another card "under" it the bottom card pops instead of the top one.

    I've tried "pick nearest" and that help with less overlapping items, but in this game it's not the way to go.

    Any suggestion or examples? I hope community have simple and nice decision.

  • I'm knocked out with "LastBodyUID = -1". So the first part linked NOT to head will be linked to UID = -1?

    Oh, oh, everything is ok. Thanks.

  • Well, any other way (example, sample) to create good old snake is acceptable and highly appreciated.

  • Hi. I'm creating some kind of Nibble (Snake) game clone based on the RexRainbow's Board (tiles) and Chess movement.

    I have main part and tail parts. The logic is that after every movement of main part first tail part moves to main's previous XY.

    And that's where i'm facing a problem: how can i make second, third etc. tail parts follow their previous tail part?

    Thanks for your interest and help.

  • My suggestions are:

    1. For the little bushes, use a separated layer which is below the characters.

    2. For forest and character sorting, group them as a family and use <For each (ordered)> and set expression to Family.Y + ascending, in the event set family object to top of layer.

    That's what i've tied already. Idea for bushes - done, thanks a lot, i really needed a fresh look.

    Rex has a Y-Z sorting plugin that just grabs everything on the layer. I dunno if it's more efficient than the FamilySort, but I hope so if you have lots of sprites.

    Wow, haven't seen it. Seems like this plugin does the same action jomo proposed, but i'll try. Thanks a lot. I'll post the result here.

  • Hi. Looks like there's no .cap here, but nevertheless you can think about tiles stored in array or rex_board plugin.

    You can make your figures move tile by tile of totally free (as in CoC), but in any way you should provide collisions and non-passable tiles (tiles where your walls and buildings are).

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  • Greetings!

    Despite the fact i'm quite old C2 user, i still have a problem with Y-sorting and i'm really successfully procrastinate this problem.

    The game looks like a field of hexagons (each one is some terrain) of two principally different types: forest and not forest.

    Forest-type tiles have Z-order like this:

    Not-forest-type tiles have Z-order like this:

    Myobjective is is to create a function (or any other solution) to avoid graphical issues like this:

    At the moment i have a checkout on player figure hits the target tile, but it have issues that are not funny anymore.

    I will be very glad to see any suggestions and ideas, everyone is welcome.

    P.S. Game board is made with Rex's rex_board plugin.

  • Can anybody answer anything?

  • Hi again, scirrarians

    Since UI is one of the hardest parts for me and i keep constantly have problems with it, i wish to ask you a question: how do you move elements in game? In this case - popup with fading in and smooth floating (osX messages style). In other case - in-game cinematics or intro where objects should move to certain position and then stop.

    How do you control them? what behaviour do you use?

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Yozzik

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