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  • Worked pretty good (Nokia 1020, Windows Phone running 8.1). Touch worked well and speed was fine. Would be nice to be widescreen. I liked the elements, like Flappy Bird (sorry for the comparison but you know people are going to do that) but unique enough.

    I would suggest making it harder as you progress. Maybe don't have the fence poles initially but introduce them 4-5 screens in. Otherwise, IMHO, it just becomes an exercise in futility when you can't get much past 3 or 4 points.

    Overall fun and has potential. Good job!

  • OddConfection,

    That would make it easier. Create one event sheet for updating the global variable. The text update was simply to have the text object change which could be done in the "update" function, but it's just there for demo purposes.

    As per OddConfections suggestion I updated the sample.

    1. There's an event sheet call "Global Events" that's included the event sheet for each layout. This holds the global variable and the "update" function that adds 1 to the value and sets the text display to show the value.

    2. Each event sheet includes a System > On start of layout event that sets the text field to the value

    Thanks

  • Thanks OddConfection,

    That would make it easier. Create one event sheet for updating the global variable. The text update was simply to have the text object change which could be done in the "update" function, but it's just there for demo purposes.

    Thanks

  • ashwin2000,

    For Linkin Park you can contact their press agent:

    Luke Burland

    Warner Bros. Records

    818-953-3764

  • The translation (according to The Google) just says hello and he's happy to have bought the product.

    So Tonyxgn, bem-vindo and yes, please post your questions in English rather than Portuguese please.

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  • I have a text object in my main layout (Let's call this A), and I have a second layout (B) that opens up from the main layout (A) via a button click. I want to alter the text object in (A) when I change settings on (B). How do I do this without databases? Is this possible?

    It's not pretty but I was able to replicate this (I think) to the way you described. See the attached .capx

    It contains a global variable and is displayed on each layout. The call update button will increment it and the other button will swap between layouts.

    While variables can be global, events cannot (at least I think they can't) so both event sheets have a function called "update" that adds one to the global variable. They also have an "every tick" event to update the text on the screen.

    I suppose you could create an event sheet and just share it between layouts to eliminate the redundancy but that might not work in a full blown application.

    Hope that helps.

  • Hi Minor

    Yes, I think it was your example that I was looking at. Didn't realize I could check for a collision with the tilemap since the 8Dir already does that. I was trying to use as much out-of-the-box stuff as I could as it offered a lot of optimizations that I didn't want to do myself but it seems like it's the only way. I was hoping there was some kind of setting I could hook in/override like how far my player sprite moved on each keypress with the 8Dir behaviour. I'll go back and take a look at the example and try that. It seems to give me the end result that I'm looking for.

    Thanks

  • Hi guys,

    I have a bit of a quandry. I tracked down an example .capx (sorry, can't remember the author but it's around here) that lets you do roguelike movements (where the player moves 1 tile in the direction you tell them to go). This is good but there are some questions that arise from it.

    I've constructed my world with two tilemaps, one for the floor and one for the walls (with the solid behavior attached to the walls tilemap). The walls one is a clone of the floor with the walkable area erased and the remaining walls blocking the player from moving.

    This all works great but now I'd like to have my player do the roguelike movement. The example .capx has everything being handled manually via the keyboard along with all the walls as sprites with collision detection. If I were to implement this I would have to redo my walls tilemap using a sprite by hand (given that my map is 100 tiles by 75, that's a freakin' long time to set these up).

    Right now I have the player with an 8Dir behavior attached (set to allow up/down/left/right) but that's moving pixel by pixel rather than tile by tile.

    So the question is: is the example where you handle everything using the Keyboard object (and sprite walls) the only way to do roguelike movement? Is there a way to hook into the 8Dir behavior to modify the player position by tile width rather than single pixel movement?

    Thanks.

  • bsimser

    Just wanted to throw this out there:

    I know this is kind of a snide response but, I wanted to show you the images can be placed "inline" with your text. All you have to do is, after clicking the "Place inline" button, make sure the line that reads "[attachment=#]YOUR_IMAGE_NAME.EXTENTSION[/attachment]" is on the correct line of your post.

    Not snide at all, thanks. Learn something new everyday.

  • Just wondering if anyone thinks this is a good idea.

    I'm thinking of animated tilemaps. So you create your tilemap and build a dungeon or something. At various points you want to place animated tiles so you click on the tilemap, click on Animations (similar to adding behaviours or effects), and add an animation. Each animation is just a sprite so you import a spritestrip the same way you do it normally then apply it (either to a specific x/y location on the tilemap or maybe to all tiles of a certain type). For example you might have a single torch tile that has 4 frames of animation to flicker. You add the tile to a dozen or so locations on the map then edit the animations to apply the 4 frames to that tile type (the user could select a tile at x,y to use as a target tile to apply the effect to all tiles of that type).

    Yes, I know you could do the same thing with individual sprites so maybe this falls down and isn't interesting to think about, but that's what I'm asking. Is it simply better to just create the animations in sprites and add them to a map or are animated tiles a better choice? I'm thinking more like animating a floor of lava rather than single sprites.

    Thanks!

    EDIT: Someone always thinks of an idea before you. This has been discussed before here: The only problem is the cumbersome nature of this approach were you have triggers and all kinds of things in your event list. Would get messy on a large map.

  • It worked out great, thank you very much. Also that side effect you wrote about...it's great .

    Glad it worked out for you! Sorry, couldn't post a .capx at the time but happy it solved your problem.

  • bsimser: When making an answer click "Full editor" and you can attach files to your post.

    If I'm not mistaken, even new accounts can do this attachment.

    Anyway, always prefer to post a capx rather than a screenshot, it's always nicer to be able to look into the project of people asking for help to provide the best answer according to their current project.

    Yes, but they're just plopped down at the end of the post so there's no real way to create a response with a "do this" <insert image> "then this" <insert image> etc. without uploading the images elsewhere.

    A capx is great, unfortunately sometimes I'm not able to post one when answering a question, but it's a good option that most people should take advantage of (as we drift off-topic and hijack this thread).

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