mOOnpunk's Forum Posts

  • On sprite clicked

    - sub event - pick all sprites - set opacity to 100.

    - sub event - set opacity 60.

    On the sprite clicked event the clicked on instance is picked.

    The first sub event with the pick all sprites condition picks all instances and sets the opacity.

    The second sub event below it is still picked from the on sprite clicked event, so that sprite only gets changed to 60.

  • Another sloppier option is to have a sprite named items. Then create an instance string variable in it called item_name.

    Copy the sprite 5 times to create 5 instances. Write a different item name in each instance.

    Then do, pick a random item_name instance. Set ItemName to item_name. Destroy object.

  • You could have more than one tilemap stacked on top of each other, each one would be a different tile state, like normal, cracked etc, but only make that specific tile visible when needed, make its other states in the stack invisible.

    Or else use one tilemap for the normal state, then when it gets cracked make that tile invisible and create a sprite for that tile in its place, that way only damaged tiles are sprites?

  • Yes, i've done this before.

    Essentially you need to split the map up into small segments that are larger than the screen, then reposition the segments as the player moves between them.

    Example, imagine your character walks from left to right. You would have 3 segments to the map, 1, 2 and 3.

    The character starts on segment 2, when the player reaches segment 3, segment 1 repositions after 3, so the map now looks like, 2,3,1. etc. When he crosses to 1, segment 2 repositions, so 3,2,1 etc.

    It gets a bit more complicated with all 4 directions, but the concept is the same.

    Also all objects need to be pinned to a segment when it repositions, or else simply position objects on a segment based on that segments relative x,y position.

  • R0J0hound made a don't starve example file a while ago here;

    construct.net/en/forum/construct-3/how-do-i-8/3d-space-2d-sprite-game-dont-157464

  • Some times i'm sad because when i've spend a long time overcoming a problem, or found a really elegant way of coding something, i know no one will ever get to see it but me, or when they play the game appreciate what it took to make it work.

  • Would the Quake .BSP file format be good for Construct 3d games? It uses simple geometry and baked in collision for maps. Would it be possible to make some kind of importer?

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  • I don't think you need the mode 7 effect anymore as it can be done the new built in 3d features.

  • Does any one know what rex rainbows SLG movement plugin is the latest?

    I know his plugins have been converted a bunch of times and seems there are a number of them at different places.

    I downloaded one and the examples no longer function, even though they run in c3 and don't throw out any errors.

    Thanks.

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  • Had a quick play. Looking good so far, though its a bit hard not knowing what units are good against what units.

    I'm sure you'll sort all that though.

  • Really like your project. Your pixel art is great too.

    Was looking back at some old abandoned project and found a similar game i was working on. The file says 2015 so i guess coming up to 7 years ago.

    This was messing around with influence maps for the enemy ai.

    https://www.dropbox.com/s/kfk39jhul61p3s5/tbsAIAttackMove2.gif?raw=1

  • I would like to see a cylinder added as well. I think it would then complete the shape set.

  • Have you looked into influence maps?

    Here is a good read.

    http://gameschoolgems.blogspot.com/2009/12/influence-maps-i.html

  • When i mouse over the bell, the drop down Notifications box doesn't show anything for me, i have to click "see all" to view them.