codah's Recent Forum Activity

  • That's really cool. I like it, the voiceover is great. I had some sound lag issues (Chrome) if I typed really fast

  • Amazing codah ! Exactly what i was looking for! You used Families and individual Object Types! I now have both methods at my disposal! I'm breaking my exclamation key!

    I believe this deserve an entire tutorial on arrays just to add this method to the more popular "single object type / animation frame" method. Once I understand how SOL choose each monster in the family i will try to create a tutorial around your example.

    Thanks you very much again Codah, you solved a big issue i had from the beginning of time and by itslef this example is a powefull template of a complete RPG / Any Game cycle.

    Of course thanks to you Kyatric for creating the original example wich, beyond my bitching, actually shows the best way to go for non heavily animated objects, like inventory items, shops, level editors, etc. (I'm on your "How to Code Monster Loot Drops" this days).

    Thanks you very very much to both of you!

    No worries. I guess you've seen the tiny 'gotcha' (not really, just some boilerplate stuff) hidden away in the Group, and that you're ok with it. i.e. an On Create for each monster type... It's not that bad and once done, it's set and forget.

  • Thats why I was interested in the division method, its just pick a wall, divide a wall... with a some recursion.

    Its the picking that gets complicated.

    On the other hand it fits well for tile-based stuff.

    hmm might have a look. I was thinking of taking some existing Javascript and just e?ecuting it with ExecJS Putting it in a plugin is obviously nicer but I didn't want to have to get into that..

    There are a few ways to randomize maps. Most of the ways I found in Unity used Perlin noise. here is one plugin :

    Unfortunately that's a Construct class plugin :/ There's a lot of CC threads talking about maze generation.

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  • Yeah I've tried the randomized Prim off that page. I could probably get it to work eventually but the wording of the algorithm is a bit ambiguous to me. And the pure mathematical descript?ons are beyond me

  • I'd like to create random mazes like this one. Does anyone have some existing code to share? I've read lots of posts on the forum, like this one and had a go at implementing an algorithm directly in C2, but if I could leverage others' efforts it would be great. I've also tried the Roguelike plugin, which is awesome, but the difference between what I want and those solutions is that a wall takes up a cell, which is not what I want. My aim is to navigate player and monster sprites around the maze, with each maze cell equal to a player movement position.

    Thanks!

  • Just have an ID value for each monster type. This can be your index into an array. edit: the problem is with spawning. I guess you could 'cheat' and use the 'nickname' plugin to spawn based on monster name from the array.

    edit2: try this. Without nickname plugin. Uses a Family and separate objects, with the same array and other code structure.

  • codah & nichekeys I'm using ScreenOrientaion and having no issues what Iphone are you guy's using? also are you using the latest plugin?

    I guess I have the latest... just downloaded it days ago. I tried my app on an old-ish iPad.

  • It is a bit strange. I'd be inclined to call it a bug. There is an initial Array instance created, but no battleHolder instance (which I would've thought there should be given they have a container relationship). If you use Object Layout as first layout, and disable all events, there is 1 Array and 1 battleHolder instance as expected (of course in that layout there is a battleHolder instance placed in the editor).

    If we do a similar thing with 2 Sprite objects (so have a Sprite1 and Sprite2 in a container, place a Sprite1 on the initial layout and a Sprite2 on the other layout) we get a Sprite2 created for us due to the container relationship.

  • Are you finding problems using the object-type-per-enemy method? Coupled with good use of Families I think it is easier to think about. Maybe share what you have done, at least in concept.

  • Yeah try the 'roguelike' 3rd party plugin to generate a map.

  • Did you choose 'fullscreen' in the XDK build settings? Did you follow the 'resolution independent' tutorials? A screenshot would help.

  • > Now. current version of cranberrygame PhonegapScreenOrientation not work on IOS app.?

    >

    For me, it works, but then I get NO touch controls. i.e. I can't touch/tap anything in my app until I remove it.

    Any help please as I can't publish.

    bump. anyone else using ScreenOrientation?

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codah

Member since 30 May, 2014

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