benpalgi's Recent Forum Activity

  • Maybe you have forgotten to set it to be a global object?

    About the layout switching, it would help if you post a screenshot of your game/project so i could be more specific with the help.

    If its a 4 way layout switching, like some platformers, ie, up, down, left and right, i'd say using an Array that tracks in which cell you are now and then move to the layout according to the player's position is the best way. if your game is like that and you need an example, say so and i'll provide a Capx.

    Generally speaking, if you have a multiple, varied number of rooms entrances per layout (More than 4 for each direction) you can't escape having to at least designate which gate leads to which layout.

    The easiest way i can think of is to have a family of "gates", have an instance variable for that family that's called "Layout" and manually go through each of the gates and set its instance variable to the Layout name it links to. (You will only have to do it once, and upon every new gate you create)

    Then a simple event of When overlapping "Gates" go to Layout str(Gates.Layout) will launch the linked layout. that event will be valid throughout the entire project, so long as you remember to put every gate into that family and to indicate its variable/linked layout.

    I have created an example. overlap a gate and press the up button to move to that room/layout

    https://dl.dropboxusercontent.com/u/213 ... ching.capx

    I also made it so that the player will get positioned to the doorway that leads to the layout he came from.

  • Try this Capx.

    Note that i made the player sprite and the gates global objects, but you don't actually need those gates since you can achieve the same effect by comparing the X position of the player and positioning it accordingly. (When X>LayoutWidth -> Set position to Player.Width/2 + 1 || When X<0 -> Set position to LayoutWidth - Player.Width/2 - 1 || The plus and the minus is so that upon positioning you would not have the player in the area where the layout switches).

    https://dl.dropboxusercontent.com/u/213 ... ching.capx

  • Anything you want to keep between Layouts should be marked as global in the editor. as for the sides, the player will remain where it was when you switched layouts so you would have to at least create a player positioning event on layout loadings.

  • Thanks! that's quite an efficient way to go about it!

    Thanks again man, great help.

  • Is it a design question or a technical question? because if you want to ask how to technically do it, i'd go for a variable that counts collected coins (Call it "CollectedCoins" for example) and when that variable reach 10 (compare "CollectedCoins" equal or greater than 10) you can order an action to load another layout. in short, make each level a layout of its own.

    If it's a design question, then i am not sure i am following you...

  • Hey,

    i was wondering how i should go about if i want to find the lowest value in an Array, for example, in Array X, Y, Z find the lowest Z first index value.

    Second question is how do i go about finding the lowest neighbour in an Array. for example, once i found the lowest value, how do i search for the lowest neighbour for that lowest value, and then redo the process to find the lowest neighbour to that previously found lowest neighbour (without having the previous cell in the results).

    I have a pretty good idea how to do so with lots of events but it seems rather inefficient and i was wondering if there's a quicker method...

  • Do you mean procedurally generated levels?

  • Fixed and Randomized dungeons? speech dialogue, RPG progression, battle and item System? i can't think of a single mechanic Skyrim has that you couldn't recreate in Construct 2 in some form, however, if you want to get Skyrim level of details, you will probably stretch Construct 2 before you even get half finished.

    This guy made good progress with an RPG but was forced to switch to Unity because of Construct's limitations.

    https :// scirra. com / forum/my-isometric-rpg_t151431

    Also, i am not sure 3 years is nearly enough for a solo developer to create a 2d open world side scroller in the level of details Skyrim has.

  • Thanks. your solution was solid.

  • You could cheat by aligning every Origin image point at the exact center of the circle, group all those sprites into a family and call it Wheel, then a simple event:

    Every Tick - Rotate family Wheel X degrees clockwise/counter clockwise

    If the sprites aligned perfectly and their image points are all in the exact middle of the composed circle, it should rotate smoothly as if it's a single sprite.

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  • I am from Haifa.

    Main strength is art, but i also quite experienced with C2 as well.

  • Heh, dunno. my nick was Ben, my kill-death ration was positive and i played with at least two others, someone named riqqi and another i can't quite remember.

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benpalgi

Member since 9 Jun, 2014

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