teacherpeter's Recent Forum Activity

  • Why wouldn't it be this simple?

    And thanks for doubting my ability and experience.. :p

    Sorry about that inconsiderate comment. I can see that you're very experienced and I'm not. You may very well be correct, but when I tried to implement your suggestion it didn't work. Probably I'm just doing it wrong. I need to find a way to group the objects I think before it'll work.

  • Thanks for the idea, but I don't think it's going to be that simple. I'm struggling with this... I may have to resort to posting my file later, but I'd feel more comfortable doing it privately if someone with a lot of ability and experience could advise me.

  • What does it mean to set a flag?

    Right now my game randomizes the layout of my dungeon room by randomly selecting a pre-designed layout, which has its own dedicated layer, and setting the layer to visible. Unfortunately, it doesn't make the objects solid, obviously, so I need to find a way to (hopefully easily) make all objects in the visible layer solid too. Also, for the purpose of saving memory, I should probably delete all the other invisible objects as well. So... is there a trick for deleting the contents of an entire layer all at once?

    So that's two questions:

    1. Make all objects on a single layer visible

    2. Make all objects on the other random layers deleted

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  • I'm trying to implement this now, I can't get the save/load function to do anything. Furthermore, I don't understand the string "room" and the variable RoomNumber. Why do I need two of them to be saved?

  • So I have these layers, and they're invisible, but I want the layers to at some point become visible and I want all objects on that layer to become solid at once. Is there an easy way to do that?

  • Thank you, this should do nicely!

  • Interesting. This is pretty much exactly what I did to get my random dungeon.

    I still need to know how to make it save the "room" left behind as it enters a new room, so it can be returned to.

    Right now the entire game is one layout. That layout is a room that generates doors, hazards, and monsters, but I need the doors to lead to a new instance of that same layout, which will randomize again, and so on. If I can figure out how to get from one layout to another, and save all previous layouts, then I'd basically have this game in the bag.

  • How could it be done? On every other aspect of randomization I've got it down. I know exactly how I want to have my dungeons generate, but I need a map to chart rooms as you discover them. Think "Binding of Isaac" style of dungeon and map.

    Is this too big of a question? If someone knows how to do it, just let me know, but if you have some ideas, maybe you could just point me in the right direction, since I also kind of want to figure it out for myself, at least partially.

  • Do they waste a lot of memory? If I have lots of invisible objects lying around (say 50 or so), does that use up a significant amount of memory? Enough to cause slowdown?

  • Dude, it worked, and it's amazing. My random dungeon room is all setup thanks to you. Take it easy.

  • Hello! I'm stuck. I'm trying to generate a random room, but it isn't working...

    This is what I have, in a nutshell:

    Global.doorVAR = 0

    IF system: doorVAR = 0

    {set doorVAR = random(15)

    THEN: (based on that number, a certain number of doors will appear at north, south, east and west. If I edit the variable directly, this works, but it seems like no matter what I can't get the game to recognize the statement to alter the variable. I've tried EVERYTHING I can think of. I made the condition a given (IF player is visible...), I tried changing it from random to other number (set doorVAR = 4), but even that wouldn't change it.

    The only way to change a variable seems to be by changing it in its declaration: (doorVAR = 13) as opposed to a condition that should do the same thing.

    I've come so far but this is just not working... What am I doing wrong?

  • Yeah sorry, I figured it out and got everything working perfectly.

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teacherpeter

Member since 15 Jan, 2014

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