TheSynan's Recent Forum Activity

  • I've read through tutorials and hacked up freebie CAPX files but I just don't get it.

    Does anyone have a link to a really simple tutorial on tile generation based on array data?

    I've been manually placing sprites in grid formations and using random values/variables to make maps and dungeons. It seems to work pretty good but it doesn't seem ideal or proficient. I make sure the empty space tiles destroy themselves and my CPU doesn't seem to mind all the sprites but I bet with arrays I might be able to actually generate real maps and terrains including the boundaries at a more random/customized level.

  • Not a how to, but just a simple question.

    I seem to enjoy setting a ton of sprites to my platformers location every tick for various reasons, but I'm not sure if it slows down the game on other computers or mobile.

    Example: I like having a weapon, hat, gun, particles etc.... all on my platformer for ever tick.. would this every become an issue?

  • TheSynan

    Try rex_time_away plugin.

    Call "Action:Start timer" when left. You might need to call it every tick (or every second/minute) to prevent left game without logging out.

    Then get the elapsed time by "Expression:ElapsedTime" at next login.

    So, start the timer on end of layout?

    At start of layout get elapsedtime?

    :/ Maybe I should read up some more haha.

  • I might be too new at this, but I'm having a hard time understanding how to use the plugin. The mechanics are there but I'm just not getting it.

    I made a very simple "digital pet" app and I wanted your plugin to check the time since the user last logged in. I need to use this data in order to assign the "pets" age variable. Do you have a simple example of how I could do this?

    Thank you.

  • I should also mention that I'm using the Pin behavior on the weapon, pinning it to the character at the start of layout angle and direction I think the option is called and then I also have it mirror.

    The issue seems to be that it mirrors but isn't attached at the right spot when it does. It scoots it back or something.

  • Every time I attach a sword or gun to my platform character I run in to the same issue. I try to have the character move in the other direction by using the "mirror=true" function but the gun/sword/wep never mirrors correctly. I'm not in front of my computer with C2 on it or I'd attach an example but it's really boggling my brain. I want to be able to swing a sword facing the right and then turn left and swing it exactly the same just mirrored.

    Hopefully someone knows what I'm talking about and has a quick fix :/

    Thank you.

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  • Another way you can also just put all the things you want to choose from inside a family then spawn that family it will spawn one of the objects randomly

    Can you elaborate?

    I'm going to test this but I thought that families would spawn as a group and not as a single item one at a time.

  • There are much more elegant ways but the easiest I can think of off hand is this:

    On enemy destroyed > set value of powerupvariable to floor(random(100)) (or whatever number you like).

    Then.

    If powerupvariable = 1 > spawn powerup1

    if powerupvariable = 2 > spawn powerup2 etc...

    This way if you have 10 powerups then with the above formula you would have a 10% chance of getting a random powerup.

    THANK YOU!!!!

    This is what I needed!

    I just made a simple mock up with the idea you posted and with a few little changes I got a working model. This is so simple, but so incredibly powerful.

  • I feel like I always come back to this question and I've never really come away with a solid answer.

    Is there a simple, full-proof way of creating items at random?

    Kill and enemy, an item is selected from a pool at random for it's loot. Or, you have an item that spawns random enemies..

    I feel like this is a very basic function most games have to create variety but C2 doesn't have a quick behavior for it like everything else.

    Anyone have links to tutorials or know a quick/easy way to do this?

    Thank you,

  • So there are many fancy algorithms out there for generation. But I'll try to make a simple one work..

    Wow, thank you for the thorough response. You even included a diagram haha!

    I will have to play around with the theory this evening but I'm afraid I might not be knowledgeable enough to implement the idea. I get it, but I'm not sure I know how to make it function.

    I think that the simple idea of generating objects the further you move from the "origin" of spawn is intriguing. I understand the part about leaving blank space vs consuming large amounts of CPU so I thought it might be neat to implement a mechanic like the old MS game "Ski Free" where you just die if you go too far haha. I could load test where "too far" would be and then just back it up with a simple story so players turn back.

  • Simple question, probably not so simple answer.

    How should I go about spawning objects in endless space?

    This would allow me to spawn planets in endless space as well as enemies.

    My goal is to create a simple space game with replay value because it's progressively generated/random and endless.

  • I was thinking about making a project where items spawn down lanes like DDR or Guitar Hero and if you touch them before they hit a line you get a point but if you miss them you're docked points..

    In any case, I was wondering if anyone has made something like this and what the best practice is for making the levels. I thought it would be awesome to use a text file or something to create complicated levels and save on actions in C2. I assume someone is going to have me work with arrays.. my weak spot haha. If that is the only way then I guess I'll have to learn but I'm stumped at the moment.

    Thank you!

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TheSynan

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