DatapawWolf's Recent Forum Activity

  • The ability to shift all tiles within a tile map by X and/or Y.

    I have had to recreate maps before by making a mistake on dimensions, and often I find completely remaking the map is easier than trying to shift by hand by copying my work over, but still extremely tedious.

    Also, if possible, toggling collisions on individual tiles! I have hacked it in before by simple deleting the number of collision points in the polygon until I have three and then placing those on one point (such as the top left), but having an official toggle would be so much help.

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  • Resources?

    https://www.scirra.com/freebundle.zip

    http://opengameart.org/

    Also, if you have an issue using a part of C2, post it here: how-do-i_f147

    With a detailed description.

  • [quote:3u9whxkx]First one is to have every level on one layout, then set the players position to the new map when they change maps. However, even though the collision system is very well optimized I can see there being performance problems with too many players and too many maps. Another issue is if I wanted to add custom maps for players, that would not be possible.

    This is basically what I was told. Multiple layouts/server-tabs for each map. I don't see why there would be any issues with either custom maps or performance issues.

    If you really need a way to transfer player states/data, you can use the Websocket plugin and make yourself a simple server to handle it. ... Well, simple on paper, anyway.

    But yeah, I think that passing states around is really the only unhandled issue here, as well as dictating exactly what map should be opened (but again, custom maps shouldn't be an issue in theory - just save the state of a layout and then transfer that to a new tab).

  • And sorry to post again, but yay! (Almost completely) working particle effects!

  • Somebody thanks for the input. Since I'm using the Physics behavior, I was under the impression that damage could be calculated off of the data involved in a collision?

  • So yeah, been working on this lil beauty. That's at about 16fps. First time using licecap and it captured less frames than GifCam does... But aaaanyway

    It's a procedurally generated space avoiding game. Basically, stay alive as long as possible! In that GIF I'm demonstrating the newest version, and using the Node-Webkit beta. : )

    Wondering where to go with it and what to do next.

    I would like to add in a hidden damage feature. Currently, any teensy weensy bump will kill ya. I would like to add the ability to actually survive a bit of damage rather than having being punished for even the slightest mistake. It isn't Flappy Bird, ya know!

    Also more types of rooms. I've got some ideas that include simple modifications to the grid, or staggered girders that require reactionary time and accuracy.

  • +1 for some kind of solution, whether Jay's or Squid's.

  • All I gotta say is "wow." Nice work on all of these! I especially like the show every x y pixel. : D

  • Heh, part of the reason that Unity was so high this year was because of all their offers and marketing targeting attendees of the Global Game Jam.

    I am glad to see Construct 2 so high on the list. I think it'd be nice to see a compilation of all of them in one thread.

  • Seconded on the Wait 0.0. Matter of fact, when my picking goes wrong that is the first thing I add to see if it works.

  • I believe you could either create a giant grid of black spots that you set the opacity as needed (0 for current area and like 50 when not close).

    Or, from my understanding, it may be possible to do it more cleanly and dynamically using the canvas rather than individual objects.

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DatapawWolf

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