TELLES0808's Recent Forum Activity

  • I was thinking in join the challenge and make an aquarium like that episode of south park where they dropped sea monkeys and they develop their technology and start fighting each other to the death. Or something like Simpson in that episode where lise lost her tooth and stored it in an ambar sample, and the same thing happened, but with starships, etc, also, they believed Lisa was their God.

    Maybe a good tug of war... Or feeding a side give it a boost to the development and who develop first destroy the opposite side.

    Someone needing an artist here, heh! (My lack of time to draw arts is my Achilles ankle, but who no).

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  • I'm dealing with arrays, this is at least a torment =

    Next time I will read the entire wikia to understand how to solve a matrix using arrays.

    The problem happened when I was doing an autotile behavior, where each existent tile was stored in the array with 0, else -1, then a "For each ordered" event, it should pick the tile and count how many tiles are surrounding it, sum a number for each position.

    For example, a random tile in the looping event will check on the left upper corner, if it's existent, add 1 and make the same for every surround existent tiles, but each one have a number, upper is 2, right upper corner is 3 and so on.

    1-2-3

    4-5-6

    7-8-9

    It will give the array slot a sum, where the sum can be related to a Tile ID, so, I did a dictionary to relate it.

    If the sum return, for example, is 6, I know it's the left upper corner, because it's being surrounded by 2 and 4, so, 2+4=6

    The problem is how to solve the array to achieve it, I tried to to use tilemap.at(array.curx-1,array.cury-1) to check the left upper corner and it didn't checked correctly, also, didn't made the sum.

    Well, this is my labor for a while, while I don't figure out how arrays works.

  • You need to filter the object before unpinning it.

  • yes and no, it's how you want it be, you can improve and automatize it with paths, effects, etc.

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  • If nobody have sent you a message, try using http://www.deviantart.com, there are thousand of artists and freelancers willing for a job.

  • If you're looking for mobile assets, chibi like, try the RPGMaker assets, they are free if you have a valid license and for commercial use you can pay an extra tax and use it with C2.

    RPG Maker have thousand of assets, characters and effects.

  • Gimp, Paint tool SAI, Adobe Fireworks, ShoeBOX and so on. I avoid Adobe because they are expensive and with more than necessary features.

    If you want high resolution animations, try use the manga studio, also known by Clip Paint Studio, it's cheap, powerful and have everything you need to make animations using vectors, pixels and more.

  • TELLES0808

    >

    > Spawning sprites with Fade behavior and aligned to the moving direction.

    >

    Close! It's actually two layers of sprites. Larger ones in back with one color and smaller ones in front with another color. That way you get the outline without it overlapping the previous piece of tunnel.

    And no animations or anything, I just set the sprite's scale based on it's own alpha value and let the fade behavior do the rest.

    And nice water!

    Thank you, by the way, your work is amazing and your game behaviors are clever and innovative, I'm fan of your workb

  • That's true =]

    But lerp have some tricks: https://www.scirra.com/blog/ashley/17/u ... delta-time

    And you can't reverse time using lerp =D

    https://www.scirra.com/tutorials/748/re ... r-to-braid

  • I need to avoid you about the efficience of this method:

    • It's not efficient;
    • Will consume a lot of CPU usage dealing with each object and ordering it;
    • The easiest way to do it is using family

    Now, answering your doubt:

    Try use it only on start of layout and when spawning the trees. Don't spawn trees over the entire layout, it will use precious resources for nothing. Limit it to the visualization area.

    Sort it by its Y position and place the tree origin point on the top instead of the bottom, use another image point on the bottom if you want manipulate the trunk by there.

    Sort the trees and branch by using "For each ordered" and select the trees, ordering by its Y position. The action should be "Place on the top", that's it.

  • In addition to the answers, I want share something:

    https://www.scirra.com/arcade/tutorial- ... pick-13549

    In this example with sample CAPX you'll be able to learn how to deal with UID and how to pick it, also, how to filter conditions using it and achieve anything you want to manipulate the desired object.

    For example, you want the player picking the right car? Simple, on collision with this car (trigger, not a permanent checking) set it's UID to the Global variable.

    Now you're able to pick this car by filtering it in the condition.

    Condition: Pick by Evaluate -> Car with Car.UID = GlobalVariableCar

    So, you want its X and Y to update the player position inside the car? Improve with.

    Condition: Pick by Evaluate -> Car with Car.UID = GlobalVariableCar

    Action: Pin Player to Car;

    (it will pin the player to the car, better than using resource with updating every tick, who will consume your CPU more than pin, also, pin have priority over updating position)

    or

    Action: Set Player Position to Car.X,Car.Y;

    (Don't worry, when you filtered the car UID, it's dealing only with him, but avoid update something everytick, use pin instead, it's more efficient)

    That's it.

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TELLES0808

Member since 27 Oct, 2011

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