mOOnpunk's Recent Forum Activity

  • First, you could add directional conditions on wall tiles and its opposite tile, so an entity could walk along it but not through it.

    Like this (grass tiles act as walls) : https://www.dropbox.com/s/4xaq1y5yt97hi ... .capx?dl=0

    Hey this is great. How would you handle the 4 corner walls though? I can't seem to get the right combination of directions.

  • If you indicate that the function has a return value, then it can only be called as an expression and not as an action. Only functions without any return parameter can be used as an action

    Ah that explains it, thanks.

  • This happens to me as well. If i create a new function and set its return value to anything other than "none" then that function doesn't appear in the list, so it can't be called.

  • Ashley Can you please change the colour of the function text for the dark theme, i'm colourblind and its unreadable for me unless i highlight it by clicking on it, so the event background becomes light.

  • Is "set obstacle" and "set specific tile cost" actions broken? I can't get them to work. C3 runtime.

  • Thylacine

    here c3runtime version.

    https://github.com/erenertugrul/construct-plugins/raw/master/ported_plugins/behaviors/easystarjs/dist/easystartilemap_1_04.c3addon

    Has this been out a while, or have you just converted it recently?

    Anyway thanks for this!

  • Ashley is it possible to have multiple return values, also to name those as well?

  • I'd like to see rex_slg_movement, and its dependancies rex_board and rex_ginstgroup. Still one of the best pathfinding options. Hope they get converted one day.

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  • > Experimenting with populous type map manipulation, plus mini map.

    mOOnpunk Looks pretty cool. I've no idea how to even begin making that!

    What are your plans for a game with that manipulation?

    Never heard of Populous before, had to look it up. It looks like a DOS-Win95 era game with a literal god mode, lol.

    Thanks

    It's older than DOS-Win95, i played it on the Amiga in the 80's!

    I was working on a DungeonKeeper type game and thought about moving the dungeon above ground and having it in a castle instead. You would manipulate the levels and each one would give you access to different room types to build, starting from sand/beach at the bottom to snowy mountains at the top.

    Unfortunately i'm not good at finishing games, i find its more the challenge of "can i do it" that drives me, once i know i can i loose interest. Originally i was using a foreach loop on each iso sprite tile, but on a large 100x100 map it was far to slow so i moved all the calculations into an array and set the iso tiles height and graphics at the end, now theres no slow down.

    I also have pathfinding working, which uses the mini map, which is actually a tilemap, the path is plotted and the coordinates are then translated to their corresponding iso tiles.

  • Experimenting with populous type map manipulation, plus mini map.

  • Also If i use a resolution of 16:9 and "scale outer" and have a small screen, then someone plays the game on a much larger screen and different resolution thats still 16:9, will the game just scale it up so it looks the same, or will they see more of the layout? Or is it just when the aspect ratio changes?

    Ashley

  • Does anyone know how The Next Penelope handled multiple screen sizes? Did they use scale outer or was it just 16:9 letter box integer scale?

    I'm trying to figure out the best method and thought id see how a successful game handled it.

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mOOnpunk

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Member since 29 Mar, 2017

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