Mylon's Recent Forum Activity

  • Okay, so I'm trying to write a variation of the tilemap plugin to enable hexagonal tiles, plus tiles that have a z-height (I just need to add an input field to allow overlap) except that I'm running into a very strange problem: I am unable to to copy paste the plugin to even create a test bed to start with. Construct 2 crashes when I load the addon.

    The steps I went through:

    • Copy tilemap folder in plugins
    • Edit edittime.js to change the name and ID
    • Edit runtime.js to change all three instances of "cr.plugins_.ID" to use the new ID
    • Launch Construct 2, create a new layout
    • Attempt to add Tilemap Copy to the layout.
    • The default tilemap image displays
    • Construct 2 stops responding

    What do I need to do to get a second version of the tilemap plugin working so I can start fiddling with it?

  • You can copy-paste the sprite to create more instances of it that will retain existing behavior like collision detection.

  • I don't quite understand your expressions. Did you mean

    System -> On Layout Start -> Tilemap -> Set tile(Tilemap.PositionToTileX(x), Tilemap.PositionToTileY(y)) to tile Z? But that wouldn't allow placing tiles "inbetween" the normal grid.

    Did you mean placing individual sprites?

  • I have spent a great deal of time building a scrollbox so I can display an indefinitely long list of content. That wasn't easy. You can find the mostly working version here: if you want to see how I did it.

  • Assuming you don't need anything else going on, you can make these pages as separate layouts with their own camera controls.

  • I guess I'll have to make several copies of the tilemap object to get it to layer properly and do the X offset every other row.

  • Is it possible to use hexes (like opengameart.org/content/hexagon-tiles-93x ) in a tilemap? I tried using a negative Y spacing to try and get the tiles to overlap but it doesn't have any effect.

    I suppose I could build the map by placing tiles with math. But I want to know what's the best way (development speed, memory usage) to do this.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Grouping your events and activating/disabling them sounds like exactly what you're after.

  • There is no simple way to solve this problem. If you really want to rely on the collision engine to rotate these gears then you should make a circle and the pin a bunch of rectangles to it using some math to place them around the circumference evenly. Then use more math to make sure the teeth are of a sufficient size as not to jam.

    Either way you'll need math and programming.

  • System: Every tick -> Gear 2 set rotate to angle (-Gear1.angle * teeth ratio)

    Repeat using Gear 3 on Gear 2's angle and so on.

  • Have you tried changing the collision poly for your sprite in the sprite editor?

  • My requirements is I need to create a scroll list box that creates and displays a list of options for the player. I'm looking to make a strategy RPG so I'll be needing this a lot. In this particular case I'm displaying a list a classes with the goal of the player selecting one for recruitment. I'll admit it has taken me a week just to assemble this portion of my game and it's gotten very frustrating. Here's the entire CapX file. Most of the relevant functions are in the listbox group. The bottom right button in Layout 1 summons the list.

    To do:

    * Scale the scrollbar to the size of the listbox.

    * Display a tooltip on class mouseover.

    * Enable Dragdrop from the listbox.

    * Possibly package this as a tutorial or a plugin.

Mylon's avatar

Mylon

Member since 22 Jul, 2013

None one is following Mylon yet!

Trophy Case

  • 11-Year Club
  • Email Verified

Progress

12/44
How to earn trophies