enum pirate's Recent Forum Activity

  • Can you do example - without generation level?

    I am not sure what you mean by this

  • How would I add a main menu as the main menu I currently have in use works fine on launch but when returning to the menu during the game and going back into the game the level is deleted.

    You would have to use the game saving feature built into construct 2. You can also add the "persistent" behavior to the objects you want to stay when you return to the level.

  • Hi, is it possible to set neccessary edges for tilemap corners and etc (bitwise method or other)...?

    Hello. Yes, the bitwise method is possible since this project uses the tilemap object.

  • Uploaded a new version that includes:

    -Several Bugfixes

    -More organized comments

    -A clearer explanation on how to modify the tilemap object

  • Roguelike Shooter Engine — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/roguelike-shooter-engine-3643

    <h3>Roguelike Shooter Engine</h3><div class="deshr"></div><p>This template will help you create the roguelike shooter game you've always wanted to make.</p><p>I plan on adding more features to this template in the future. If you have any questions or suggestions, you can post a comment on the Scirra Store thread. The Capx includes detailed comments, but if you have any questions you can still email me.</p><p>Although I do recommend reading the Construct 2 manual before you start using this template, I have made sure that this product is easy to use for Construct 2 beginners.</p><h3>Features</h3><div class="deshr"></div>

    • Randomly Generated Levels
    • Level Progression that Saves the Player's Stats
    • Player Character with 360 Degree Aiming
    • Several Weapon Types & 3 Unique Ammunition Types
    • Enemy AI That Chases the Player and Inflicts Damage
    • Unique Sounds for Each Weapon
    • Basic User Interface and HUD Elements
    • Health & Ammo Pickups
    • Chests with Weapon Drops

    Use this topic to leave comments, ask questions and talk about Roguelike Shooter Engine

  • I am attempting to make a game that utilizes the the mouse to look around and one issue I have come across is the way the mouse can move offscreen,

    I downloaded the MouseLock plugin seen here:

    The problem with that is I get this error when I activate the plugin.

    Is there any other way to get the mouse to lock onto the screen?

  • One approach, since you are drawing/showing the connections anyway, is to store the end point nodes of a connection in two variables in the connection object (A and B in the example I added). When you arrive at a new node (via FTL jump, portal or whatever) you store all the connection where your current location is one of the end points in an array (A = node or B = node). Then all you need to do is cycle through the array's indexes based on input.

    Capx example using arrows, the random generation is a bit crude (in the way that the paths cross unlike in FTL). But you are more interested in how to store connection information and how to cycle the chosen paths from what I understand.

    https://www.dropbox.com/s/be1lanyiv7fe6 ... .capx?dl=1

    Wow, thank you so much for helping me with this. The example is easy to understand and does exactly what I was looking for. I will try and improve upon the generation and upload a capx for anyone who might want to see the finished product. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I am currently able to generate a random set of nodes in my project.

    The problem that I have is I don't know any efficient way to connect nodes and store their connection data. For example:

    The selected node would be #1 and the selected path is in blue. I would use the arrow keys to toggle between the paths and the selected path/connection would change. I would also want the player to be able to select paths behind them to move back (using the same method to toggle between different paths). The nodes have a varying number of connections so I feel that using instance variables for each node would not work well in this case.

    Another problem I have is with the random generation not mixing well with the paths/connections. The paths should be evenly distributed so that there aren't nodes with too many connections and there also shouldn't be nodes with no connections. Right now I just have nodes being connected to whatever is closest.

    The FTL sector map is how I envision the final result for this project just to give an idea as to what the map is for. Thanks in advance for any help that someone is willing to give.

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  • You can do it with some minimal math. Basically you take 3d points x,y,z and project it to the screen with:

    screenx=x/z

    screeny=y/z

    size=1/z

    If the perspective is too severe you can scale it with:

    screenx=scale*x/z

    screeny=scale*y/z

    size=scale/z

    The camera is at 0,0,0 but if you want to move it around you can also do this:

    screenx=scale*(x-camerax)/(z-cameraz)

    screeny=scale*(y-cameray)/(z-cameraz)

    size=scale/(z-cameraz)

    you can also hide anything behind the camera by seeing if scale/(z-cameraz)<0 for each object.

    lines are done by taking two points and using lerp to find the in between positions.

    https://www.dropbox.com/s/5fser7xtmov44 ... .capx?dl=1

    Thank you, this was very helpful.

    I was able to make a very basic/linear node generator after figuring out how your example worked: https://www.dropbox.com/s/w5m8q3fyw97fg ... .capx?dl=0

    The method I used to focus on the next node is not perfect but it works for now. My biggest concern now is how I will generate different paths and allow the player to choose which path to take.

    The goal is to make it branch out like the sector map in FTL (shown below)

    I will experiment some more to try and find an efficient way to accomplish this.

  • I would like to make a starmap like the one shown in this video (3m 21s):

    https://youtu.be/GTajTg2IQOE?t=3m21s

    I have made simple maps that have nodes connected together, but nothing like what is shown in the video.

    To sum up what I am having trouble wrapping my mind around:

    -Spawning nodes and creating "connections" using lines

    -Making the next set of nodes appear to be "far away" using a zooming effect

    -Choosing which direction/lane to go in

    I appreciate any help/guidance I can get.

  • [quote:7kfav6xw]Is there anyway to call a JSON at random, for example, by having something like:

    Request File ["A"&round(random(0,10)) ]

    try:

    This worked, thank you!

  • I am trying to make a level generator similar to that of Spelunky. The generator for Spelunky uses premade "chunks" to generate levels. I have created a very simple level generator that I can use to create the premade chunks that will fit into the level. The levels are saved on an array as a JSON file and I have put them into my game under the "Files" folder.

    I would like to be able to load one of these JSON files randomly at runtime but I am not sure if there is a way to accomplish this. The only way I know to request a JSON from the files folder is to select it by name from a dropdown menu.

    Is there anyway to call a JSON at random, for example, by having something like: Request File ["A"&round(random(0,10)) ]

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enum pirate

Member since 1 Feb, 2014

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