Zygorithm's Recent Forum Activity

  • I'm trying to make it so I can use 1 layout to fit all of my levels by having either a tilemap or image display the right "room" based on a variable for level. Tilemaps don't have different animations so I can't select the right tilemap set based on the level. And tilemaps require code to set every square. But I've heard it's more efficient than a big image. Is it better to have every single possible tile in the game in 1 tilemap and use a lot of code to set all the tile values for every level, or is it better to use a big background image sprite with different animations to set based on the level variable, or is it better just to have tons of layouts, or is there a different approach entirely that's best for grid scrollers with multiple rooms and levels?

  • I'm testing out the Cardboard virtual reality set and I'm trying to find a way to make two separate windows that don't really interact with each other. The problem is I have long images to scroll through and the overlap obscures part of the image for one side of the eye. Is there some kind of solution for VR?

  • Like Pokemon or Zelda, it's 2D but when you're "below" something in the grid, you're in front of it, but when you're "above" it, you're behind it.

    It seems impractical to create 20+ layers just for this. How would I make it so the above effect happens?

  • 1. Cloud save to Google Play, iCloud, and Steam.

    2. An easier way to implement virtual joystick touch controls like Final Fantasy IV.

    3. A simpler way to create a grid scrolling game like Zelda or Pokemon. The current tilemaps don't provide that much in terms of walk permissions or front-back depth.

    4. Actions over time. Instead of just set position to x,y, I'd like something like glide to x,y over z seconds. It would make designing the UI a lot easier. Even Scratch had stuff like that.

  • Packaged applications like .apk have all their assets pre-loaded. But the audio component says it downloads the sound files from a server. Can a packaged application just play the sounds and music without downloading them or do I need to code some kind of server?

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  • Well, I ended up assigning list 2 elements to a temp array and looping the elements in list 1 to compare against temp. I created a local variable for the length of temp list. Then I created another local variable for how many matches I found. Then I looped through list 1 and added 1 every time there was a match in list 2. If the number of matches equals the length of the temp array, then it returns true. As for expensiveness, the temp array size and list 1 size will never exceed 5 or have any duplicate data so I think it could be done reasonably quickly.

    Thanks for everyone's help!

    Construct 2 does not have any way to isolate array functions to a Z subsection of a 3D array (at least not that I can see from the documentation), which would have made things a lot easier.

    Also, Construct 2 should add booleans. It's very strange having true and false as strings.

  • Are there any functions to help organize alphabetically?

  • I want to check if list 1 at least contains all of the items in list 2, regardless of the order. List 1 could have the same elements in the same order, the same elements in a different order, or the same elements with additional elements and it should return True.

    How would I do this?

  • How about something like if player.x != touch.x && touch.x != 0: set Vector X to ___

    And same for Y. It doesn't need to be on a loop even. But if the car is supposed to automatically come to a stop upon lifting the finger then you would need to add the inverted version of the above then: set Vector X to 0.

  • Width 100, Length 20, Depth 10. I checked to make sure array size wasn't the issue.

  • I have the code set up like this:

    Set EnAttackID to EnemyProp.At(EnemyIndex, 3, EnemyProp.At(EnemyIndex, 7, Phase))

    The debugger tells me at the moment this happens, EnemyIndex is 0 and Phase is 0. The value at 0,7,0 in EnemyProp is 0 and the value at 0,3,0 is 0. But the debugger shows this value setting to null. I even tried just using EnemyProp.At(0,3,0) but it still went null. Only when I put Set EnAttack ID to 0 did it actually work. Why is this happening?

    EnAttackID, EnemyIndex, and Phase are all local variables and do have the proper scope for this function.

  • I'm considering getting a Mac but I've heard mixed results about Parallels 9 and OSX 10.9.

    Can the community tell me their experiences with C2 on that configuration of Mac? Has anybody been able to get it working? If so, how?

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Zygorithm

Member since 22 Mar, 2014

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