619_RM's Recent Forum Activity

  • Can't say anything without looking into your project but, after your task complete, you can hide the text and unhide it right before your game complite.

  • You can achieve this using Line of Sight

    Using LOS you can trigger an action when "Object A" near (range) to "Object B" do that.

    Check this editor.construct.net

  • Check this post

  • Here is an example with DrawingCanvas. There may be a way to optimize it but I don't have time.

    https://www.dropbox.com/s/csn2fynev57mu9l/Minimap_DrawingCanvas.c3p?dl=0

    Thanks, Dop, Learned so many things of DC from that C3p, you almost covered everything, just one part I have doubt, Please check the attached c3p here, the trick you used to make the minimap show the tilemap correctly but here in my case it just showing the tile background as it is.

  • Hi dop2000, thanks for your response. I have 3 questions. Here the C3p. Please help.

    The same way you create icons on the minimap, but instead you draw a rectangle on DrawingCanvas. For coins draw a circle.

    1. Could you please help me on this, I couldn't able to fig out how to make the DrawingCanvas (minimap) draw the object. I can only able to create on it (using the old logic).

    The advantage is that there are fewer objects in the game. It may also be slightly better for performance, as blend modes may be slow on mobile.

    2. The blend mode part, How can I ditch the mask using DrawingCanvas. (mask were used to limit the off area object not to be shown on the map)

    May be possible if you use DrawingCanvas method for the minimap and paste the modified object on the canvas.

    3. And lastly the mseh editor, How to show TiledBackground/Sprite (with the modified shape) on the mini-map.

  • Hi dop2000, Is it possible to show the TiledBackground having modified its shape using mseh editor, on the minimap?

  • Check out this Its a collection of amazing resources you ever need while creating games with C3 (Created by RafaelTrigo)

  • As usual, there are probably lots of ways to do it. It depends on how your game works, how long a typical run takes, how many enemies there are, do they exist for the whole run, do they spawn at the same point or do they randomly spawn, do they shoot at you, do you shoot at them, etc.

    ROJOhound's method records the Player's X, Y, Animation, Frame, and width every tick. If there isn't randomness to the game you could instead save the player's input and then have everything respond to the input in the same way to recreate what happened. There is also the Game Recorder object that can record a video of the canvas. I think that was meant to allow you to download the video, but it might be a way to play back exactly what happened without having to save all the things that move separately.

    The more that happens in your game, the more you have to save - and the more memory required to do that.

    One of my favorite games is Jetpack Joyride. At the end of a run they show you a snapshot from the run. Showing an instant replay is a lot trickier...

    Thanks for the detailed answer, much appreciated. I'll explore it and will share my experience.

  • you could easily record the entire run, and only replay the last few seconds, or let the player decide how much to replay... you could also make a system to save the recording so that they can show other people, etc.

    Saving the recording sounds damn interesting, I will try to implement it for sure, Just wondering what would be the best way to do this, do we need to Record everything to a different ARRAY simultaneously?

  • Thanks, AllanR, for the response. Now I got it. :)

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  • Can we control this

    option at run time? I mean I want to control this option in the event sheet? I saw people asking for the same for years any reason why we did not see this option available in C3 yet.

    Tagged:

  • Hi, AllanR, One question regarding the recordings, I have integrated the recording logic to an enemy, and it works perfectly (not slow-mo), but when I have multiple instances of the same enemy the reply shows only for one instance of the enemy, Can it possible to track the movements of all instances of the same object using the same logic (maybe using "each" loop or something) or it is not possible we must need a separate array for each object or separate row/column for each instance?

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619_RM

Member since 1 Jun, 2019

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