ShineShrine's Recent Forum Activity

  • Okay thank you so much

  • Hi,

    I was recently editing a tilemap in a game of mine to compare color schemes of a layout. I changed the color of some tiles and then after I saw them in the layout, I hit the undo button to return them to their original color. The screen suddenly got a red tint and it told me there was an error with changing the duration of a non-animate object which makes no sense because you can't even do that in a tilemap. Here is a picture of what it looks like.

    Does anyone know what's going on?

    Tagged:

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  • Actually, I think I figured it out. Thanks for your help oosyrag!

  • Okay, since I am having the special tiles spawn over the land tiles, would I need to do a repeating system that checks all tiles for the specific Advanced Random value? Also, I already have one of those systems for the initial island generation so I don't know if that will effect it.

  • Sorry, I am still a litte confused. I see that I can use Tile to Position to convert the between layout coordinates and Tiles. I am not sure if this is what you mean by Absolute Tilemap position or index. Can you elaborate a little more?

  • Okay, I think I have that part down. The part I am stuck on is when I compare the Advanced Random's Texture Value, I need a position to lock on to.

    In this image I have two question marks where a certain position should be. I need that position to be a position on my tilemap. I have looked through the Tilemap Documentation and haven't found an expression that I can use. Do you know any that would work?

  • Hello,

    I am using a Tilemap to make a randomly generated Island. I need to use a random noise texture to replace tiles in order to add variety to the land scape. Is this possible?

  • Thank you for all of the suggestions, my game's FPS is already getting better!

  • Here is what the project looks like when I preview it (This is using a lower layout scale so you can see the whole island)

    AS you can see, everything on the screenshot you see are individual objects around 15x15 pixels big.

    These are my events

    There aren't many collision checks and very few every ticks. I feel like it might be the amount of objects I have. The only reason I wouldn't go to tilemap for my tiles is because objects can help me give the affect that sand or water is lower (by a pixel) than normal land as you can see in this screen shot.

    The resolution of my images are very small as you can see, so I am not convinced it is the resolution of the sprites. Also, I do believe I have events that prevent any tiles from spawning on top of each other. I hope all of this helps. Thanks

  • Hi,

    I recently created a large island terrain generation system and have been adding systems that spawn trees, bushes, rocks, and different tiles randomly to make it all look more natural. While in debug mode, I can see that the game runs on 18 FPS which hasn't effected me running around the world just yet. I want to stay on top of this issue so that it won't get any worse as my game develops. Is there any tricks to reduce lag and improve performance for layouts with large amounts of objects?

    Tagged:

  • Thank you, this worked perfectly

  • Hello,

    I am wondering if it is possible for you to check to see if there is a range of numbers contained in an array. In the game I am developing, I need to see if there are multiple numbers less than one in an array. I am looking to see if there are numbers 0.5 through 0.0 but the action that I want to use only lets me see if there is one value. Is there a way to work around this with an expression?

    Tagged:

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ShineShrine

Member since 22 Feb, 2019

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