RafaelMatos's Forum Posts

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  • I thought your problem was something else, nevermind. Glad your problem was solved.

  • Do you want to click on some position in the layout and draw the tile on the tilemap? Can you provide a c3p? Because, as far as I know, there is no problem with this in C3 and you can use several tilemaps in the same layout, there are no technical limit. Most likely you are using wrong coordinate.

    Tilemaps have a size limite of 1px, but It's not recomended to use tilemap like that. It would have a bad performance since It was design to draw bigger tiles like 16px or more and avoid repetition using sprites. If you create a tilemap of really small tiles, the performance would be the same or worse if you were using sprites. Imagine how many sprites/tiles would you need to draw the whole screen.

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  • Yes they did, almost a week ago now in r123.2.

    Are there any estimated date for a Stable Release so I could use it in my project?

  • For most things I say it is much easier and faster to work with the event system. In my opinion, I would only recommend using javascript if you can't do what you want with the event system or the routines are really extensive and would just be better write it down instead of handle thousands of events, which is also arguable because it depends on your organization.

  • Thanks! ;) I never tried arrays before, so I'll look into it.

    I'd recomend you to get used to arrays. It's essential for any game. ^^

  • I did a basic inventory system for you. I hope it helps.

    You have to play in debug mode to see it working.

    https://drive.google.com/open?id=1vogM4mixI_Zc0UvjO4Bn8r-CXfja7Daa

  • You have to create a variable counting the seconds, or a timer.

    If pressing key "X"
     --If CountSec <= 2.
     ---->Add CountSec to dt
     ---->"Do any Action you need to do"
    
     If not pressing any key
     -->Set CountSec to 0.
    
  • You have to check if they are overlapping.

    If player overlapping Platform

    -if animation frame = 1

    -If DmgCD is false

    --->do the dmg

    If Platform.DmgCD is false

    -> Wait 1s*

    -> Set DmgCD to True

    The DmgCD is a boolean instanced variable that you can determine how often the player can get hurt by that platform instance. So each platform have a different cooldown, meaning you still can suffer dmg from another platform.

    *you can use a Wait or you can set a Timer. If you use Timer you don't need to use the variable DmgCD. You just need to check if the Timer isrunning or not.

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  • Ashley Yes, I noticed that. So, our best options to support multiple screen sizes using pixel art is scale outer/scale inner then?

  • Ashley Using Scale Outer still provides a crisp pixel art look. Right? At least, in my project looks good enough. After all, that and scale inner is our only options to avoid black bars.

  • Ashley Because most people make mario-like games or others that doesn't need a deeply use of Pathfinding. With a more advanced AI, still pretty basic though, we would need this feature.

    For flying enemies I think using some workarounds and bullet behavior should do the job, but it seams a bad way to go.

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