marcoscodas's Recent Forum Activity

  • For some reason I can't post my reply, so here's the pastebin of it. Please help 99Instances2Go or angryscientist ?

    pastebin.com/KNnRVui3

  • Thank you 99Instances2Go! I'll give it a read and see what I can come up with. Much appreciated.

    angryscientist, thank you!

  • marcoscodas Do you want all the tiles to be unique, or just each platform of tiles to be a different color?

    First off, cool handle angryscientist !

    Secondly, I'm attaching a new screenshot to showcase what I mean:

    imgbb.com upload picture

    Is it possible?

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  • Use Tilemaps. Not a TiledBackground.

    Thank you so much!

    If I understand that correctly, I would "build" (in my graphics editor) a big Tilemap with all of my colored blocks already distributed, and then it would just build using that instead of the single block, right?

    If that's the case, what changes, if any, do I need to make to the event that generates the blocks?

    This is my event as it stands right now.

  • dropbox.com/s/n05jlqk7vugzrzd/weeTroughTheNIght.capx

    Platform is not really Special Relativity proof.

    When on the floor, it feels the velocity of the floor (it just tries to stand on the same place).

    Run, and you move from that position on the floor to another position on that (relative to) floor.

    But, when in the air it feels the gravity of the world, relative to the (non moving) world.

    Thank you for that!

    My issue seems to be solved but if I run into another issue I'll be sure to let you know

    Love the community so far!

  • Hey!

    Me again. Thanks for all the help so far! I think my game is coming along quite nicely!

    I have a new question:

    Is it possible to make the custom blocks in the Endless Runner template be built from different color blocks? As you can see, right now all my blocks are green.

    Is there a way for the big blocks to be built out of a random array of colored blocks? Some blue, some yellow, some green, etc?

    Thanks! <3

  • yeah c2 gives you alot more flexibility on what you can build than those other game makers. I've been using it for a couple years now, and really enjoy it.

    I even used it at my job to build a customer kiosk a few months ago.

    Anyway I'm pretty sure that your game should work now so i'm clocking out for the night.

    Welcome to C2.

    I clocked out earlier than you did, haha. My fiancee isn't cool with me staying up to the wee hours just to solve bugs (yet!). But I just applied your changes and it works like a charm! Thank you so much!

    It's funny because these are placeholder graphics, so I will need to change them again soon-ish. But your advice will apply to all of the future changes that I make, so that I don't run into the same issue.

    Thank you so much!

  • in event 6

    replace:

    block set size to width: 100 + random(400)

    with:

    block set size to width: 96 + (round(random(400)/32)*32)

    Thank you so much!

    Blocks are now uniform. But jumping forward at the end persists. Any further ideas?

    I made some changes to Events 9 and 10 to avoid Player getting relegated to the left of the screen which I think might/could be causing the issue?

    I'm attaching a new capx with all the changes you've suggested so far (thank you!!)

    New capx: mediafire.com

    Thank you so much for all the help, this is the first time I'm having fun developing games (tried RPG Maker and TyranoBuilder before).

  • because the blocks are 32x32, you gotta make the random width divisible by 32.

    https://app.box.com/s/kqux3y35bno0q7ynvo7w2ufkx137i5wk

    Thank you! I really appreciate the capx, but any chance of a screencap instead? Running an older version of C2 than you and won't let me open the file. I'll leave the update downloading with my 3rd world internet overnight.

  • I think I've narrowed it down: When the blocks are not used completely (when it randomly generates an incomplete block at the end) it jumps forward.

    Any ideas on how to solve this?

    I would prefer if it didn't render incomplete blocks at all, to be honest.

  • the origins were a bit off so I set all of them to 0,0 and it stopped jumping forward. I'll bet the sprite is lifting off the ground when the origins shift.

    Is this what you meant?

    I did this for all of the frames but it still jumps forward. Funnily enough, it doesn't seem to be missing Jump commands anymore.

    But it does jump forward still.

    Thank you so much for your help! <3

  • frame 0 of your runner has a different collision box then the rest

    Thank you!

    Fixed that but it still has the same issue.

    It also jumps forward sometimes.

    It's driving me nuts, haha.

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marcoscodas

Member since 4 May, 2017

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