Sumyjkl's Recent Forum Activity

  • I'd use an array; sort the array however and then pop a cell when a notification disappears.

    Since the notifications' UIDs are based on their position in the array, they'll automatically move up.

    e.g.

    for 0 to array.Width

      pick notification with UID array.At(loopindex)

      set notification.Y to (0 + loopindex * notification.Height)

    You can also use lerp or some other method to move them more gradually, but that means you have to set their position correctly when they are first created.

    The fade behavior is for the visual effect, and the array takes care of the rest.

    https://drive.google.com/open?id=0BzomH ... 2ZRQ2tTRVE

  • I'm trying to make a filter that adds corners and slopes to a generated tilemap.

    Like this:

    Anyone know how to do this without this?

    Or this?

    I'm guessing the solution is super simple, I just can't seem to figure it out.

    Edit: currently looking into using a dictionary to fill out the list of rules and then apply them automatically

    Solved:

    http://imgur.com/a/95vej

    Summary

    Dictionary stores strings of four numbers, (can be more complex, but for the sake of not sitting here for 5 hours making the rules) one for each direction, up down left right. Then it checks which sides have different tiles, and loads them into a string. That string determines the tile sprite to display.

    Then I have a quick mechanic for dynamically setting/erasing tiles.

  • Update a025

    Mega Update ahoy!

    Additions

    · all new level detail popup for doors; shows score and achievement (e.g. done without deaths, 100 score or just finished)

    · level scores can be cleared individually (hover over score number at the door to the level)

    · now layout data capable, meaning colormaps and many other things (even starting lives, etc.) can be changed in each level

    · waterfalls! (they're a bit laggy, so will be somewhat rare)

    · level3 added

    · showcase level with night mode

    · now has alternate controls for those who don't wish to use the mouse (but they will be inherently ridiculously hard)

    Fixes

    · fixed traps firing incorrectly when paused

    · tidying up some code stuff

    · several map edits, making many easier

    · fixed noise still visible after fighting gameEndDemon

    · fixed [level]_scoreMax not saving to webStorage

    Question is, can you finish level 1 with 0 score? >:)

  • Use floor(x / y) * y to round (down) to a number.

    E.g. scroll to floor(player.X / 128) * 128 will scroll every 128 pixels.

    You can also set up areas manually to set scroll position. On collision scroll to the object.

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  • I love your game but i have a few note.

    1. you own domena is better than someone host

    2. sometimes check point don`t save my progress game

    Thanks! The checkpoints are only used if you have lives left, otherwise it resets the level. I'll be making this a lot more clear soon.

    1. It's not in beta quite yet, so it's low priority. I'll put it on its own domain eventually, or release it on a proper platform.

  • Work in progress for a level selection popup for my current project, Tili.

    And suddenly a rocketeer guy which doesn't have a purpose yet.

  • stevecameron

    Thanks! The idea about the pitfalls is very true. Just implemented it.

    The arrow/step mechanic is cool, but sometimes if the arrow is pointing too high the player falls through.

    Yeah I've been trying to figure that out. The arrows breaking on too much of a slope is intentional, but the glitching right through without registering that you even stood on it isn't. I think it might be because the arrows have such a small collision poly.

    mercuryus

    I've updated the game, now the debug option in the settings menu enables a mouse tracker, and prints the mouse position when you fire your bow (and therefore what angle the arrow shoots at). This should show you what's going on. Thanks for the report!

    Update a017

    ・ player now falls completely off screen when falling to death

    ・ debug mode now shows mouse and touch position

    ・ debug prints player and mouse pos on arrow fire

    ・ screen shake added on death

    ・ added projectile traps (trigger and timer capable)

    ・ start of level11

    ・ updated UI

    ・ minor changes to colormap generator

    Hotfix

    ・ loader layout displays version

    Use Ctrl + F5 (hard refresh) if there are no changes. This reloads the site instead of fetching from your cache.

    Also, this: http://i.imgur.com/8IsTSLl.gif

  • Very nice!

    Everything works fine for me - except - i can't shoot to the right - he always turns left to shoot?

    Thanks! Are you using a mouse? That's super strange.

    If you can, PM me a video or screenshot and I'll look into it.

    This is brilliant !

    Thanks

  • Update a015

    · menu now closes completely when told to

    · effects are disabled if not supported

    · level10 - (super hard level)

    · tidied up some code

    · redid most tile sprites

    · added some new tiles

    · changed start button in loader layout

    Use Ctrl + F5 (hard refresh) if there are no changes. This reloads the site instead of fetching from your cache.

  • That is legitimately one of the most awesome things I've seen made in C2. It's super simple, but it's so fluid and looks amazing. It might be tiny, but damn is it solid.

    And really, really hard too. Which is good.

  • Looks really nice, I like the effects you have, like the birds, lifts and such. Also That menu looks epic.

  • Yeah, so you would have the buttons to choose the character and give them a variable to use to find which values you get from the array, then when you initialize in the game layout, you get the values from the array based on that variable.

    Edit:

    https://drive.google.com/open?id=0BzomH ... Wp0cUxkNTA

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Sumyjkl

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