7Soul's Forum Posts

  • It's a drawing I made of the Path of Exile kiwi pet, and the little badge on the left is from tulamide 's little game jam

  • What tutorial is that? I just searched the Tutorials page and I didn't find anything

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  • Interesting - so what's the benefit of using multiple tilemaps instead of just one really big one? And how would I give each tilemap this camera zone object?

    In my case it's just because it's easier to edit smaller maps. I'm using Tiled and then importing to C2

    Here's what it looks like in the editor:

    http://i.imgur.com/hlknad1.png - Each red area is a camera zone, and below each zone there's a tilemap

    Also, regarding recreate initial - let's say in game you did something that made an NPC change position, or change one of its values. If we leave that screen and then come back, it would all reset if we used recreate initial, right? What would be a good way to keep those changes?

    Hm idk... in my game you never go back. The only thing that changes is that if you die and respawn, any item you picked up previously won't show up again. That's done by saving the information (UID of the camera zone and an ID for the item) of the item you picked up and then when you enter the room again, you check the save information to see if you recreate the item or not. It's... a pretty complex system, I'm having a hard time even checking it to tell you what it does

  • Using multiple tilemap objects would be an optimal way of doing this. For example, one level in my game has 65 tilemaps, but C2 knows to not draw areas out of the screen

    But we do have a system to handle enemies and other objects. Each tilemap (in your case, each screen) has a "camera zone" object, a 9-patch, that is the size of the tilemap. When the game starts, we destroy every object that isn't in the same "camera zone" as the player

    When the player enters a new camera zone, we use the "recreate initial" action to recreate the objects for the area

  • The events are looping on themselves. When it's "new" it becomes "load", then even 8 is true, so it becomes "exit" and then event 9 is true, so it becomes "new" again. All happens in a single loop so you don't notice it

    I think if you reverse the event order it should work. For a better solution, you should have a timer so there's a small delay before the user can change the option again

  • A trail exactly like that... I don't think is possible. Maybe with a lot of work or some 3rd party plugin I haven't heard of...

    But the solutions above are viable for creating a trail

  • What about number of objects, layers, effects... If draw calls is high than it means it's got too many images to display

  • You can attach your .capx so we can take a look and more easily find the problem instead of guessing the problem

  • I found the 'include' function (right click on an empty space in an event sheet for the context menu, for any other new users who are wondering).

    I've been using C2 for years and I still make this mistake some times >_<

  • The sprites should be made facing right by default. If you made your sprite facing left, it'll have to rotate 180 to face the player

  • Either your collision polygons are wrong, or the bullet is too fast for it to register

  • I've been using SVN. We tried Git but it was incredibly slow and we had a lot of problems. SVN is super fast and it just requires a single click to sync

    They have a tutorial here: https://www.scirra.com/tutorials/537/ho ... s-with-svn

    And you can get a free subversion server here: https://www.assembla.com/repositories

  • Just a thing, I'm almost sure least time the game can "wait" is 0.01 (0.016 to be more exact, which is 1 a frame delay at 60fps). Just not sure if the game considers "0.00001" as being 0 or 0.01

  • Giant enemy octopus-disc-orb... we don't know what to call this guy

  • New video to showcase a boss battle

    Copy Girl - Mini-Boss Preview: Tsunami's Golem