endless409's Recent Forum Activity

  • Blackhornet,

    I checked the tilemap object at it really doesn't fit well with a procedural game.

  • Exactly! And it does that as it right now, but scrolling around instead of flipping through pages would be so much better. Especially if you're exploring caves!

  • Hi Ricardo,

    I highly recommend the post R0j0hound made in the conversation below:

    it looks like you have the right idea, however you may need to make some adjustments to the array values. For instance When I want to clear out a portion of the array, to make an open space, I can do this:

    [attachment=0:10ee9l5s][/attachment:10ee9l5s]

    MapForeground is the name of my array, and I want to clear the entire width of the array to a depth of 10. (11 cells). I hope this helps!

  • Hi all. I'm hoping someone can lend me a hand. I'm placing sprites on my layout using data from an array using the miner method. All is fine and dandy, except for the amount objects loaded to memory once the screen is drawn. Right now, I load each "page" from the array in approximately 30x16 sprites at a time to avoid the CPU load issues, which works for now... However I would like to use the Scroll To behavior and load the tiles on the fly, as the player moves around the screen.

    Here's my work in progress to get an idea. Use the arrow keys to move around and mine through the terrain.

    http://www.imgfeed.co/c2proj/PocGen32x32/index.html

    Here is the scrolling method I'm using now:

    [attachment=1:2dpesfrz][/attachment:2dpesfrz]

    Here is how I populate the sprites using an array and draw only the area necessary. ( see the "between values")

    [attachment=0:2dpesfrz][/attachment:2dpesfrz]

    I'm in the process of trying lerp/scrollxy, however I would have to load 8 times the number of tiles to make the scene ready to scroll to...

  • Oh I've done this before.

    As you can see I just used the overlapping at offset condition. so when center is overlapped 100 pixels to the left of it the score increases by 1. You can use this condition multiple times to have many places where the object can be overlapped at offset.

    Don't forget you can use negative numbers for hitting the left and the right of the object (at offset).

    This helped greatly! I've tested it about 50 times so far and can't reproduce the problem. You sir, are the man!

  • I'm having a bit of trouble trying to get my player sprite to detected collisions with my current scrolling setup below:

    Basically I have the Platform behavior moving the player forward, with the player's position offset to the left (it's an endless runner game). However, when the player collides with an object that is set to destroy it, the collision isn't detected, and the player sprite just sits in front of the obsticle. Is there a proper way to offset my player sprite, while using delta time so collisions are properly detected?

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  • I looked at your recommendation a little closer and got down to the bottom of it. Thank you for the help!

  • Thanks for the tip. That's exactly how I have the lighting and shadows set up. The problem happens when two objects with the cast shadow behavior have intersecting/overlapping shadows from the same light source. The shadow becomes darker in the overlapping areas.

  • I've been trying to find a way to integrate real time shadows into my current project and I wanted to see if anyone has had any luck blending overlapping shadows. Here is a screenshot from one of the examples:

    http://i.imgur.com/WkmjaqD.png

    What I would like to figure out, is how to keep the overlapping shadow from getting darker. Can anyone lend some insight?

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endless409

Member since 19 Nov, 2013

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