mardoch's Forum Posts

  • Hi everyone,

    I am currently testing a level design where several rooms are generated randomly. Each time the player changes room, a new one is loaded and the player finds himself at the entry point of this one (a bit like Cult of the Lamb).

    For the part of loading the presets rooms I was inspired by dop2000's demo (congratulations to him, it's really well done, you can find some of his demos here).

    My player can therefore move from one room to another but however, I have not found a way to save the rooms he has already gone through.

    For example, if I want the player to go back, it will randomly load a new room and not the room he has already visited.

    I think there is surely something to do by saving the data in an array or a json file for example but I don't see how it could be done.

    Besides, it could also have a mini-map which is built simultaneously according to the progress of the player.

    If anyone here has a method or a solution, I'm all ears!

    You can already test my progress on this file, the purpose will be quite different but it is a basis for understanding how it works.

  • Hello, so for everyone who is looking for a solution about this, you can check this file.

    Hope it will help a bit!

  • Ok I think I start to understand a bit more how I can manage this. Seems my main error was the use of the family instead of a single sprite (containers don't work with Family anyway).

    I will continue my research about this and I will share the final result here for the others guys like me in search of a solution.

    Thanks a lot for your help!

  • Hi! Thanks a lot GeoffB, I can see now that it was close with my previous version.

    So, I tried to change my version [here] but I still have some questions with it. How am I supposed to link my sprite to my 3d shape's face as it seems in the end that it take it randomly? I mean, specify the UID in the instance is working fine but in the end I cannot choose which one of my sprite displayed on the scene will be choose by the 3d shape. There is something I definitely don't get because if I add new 3d shape and sprite in on your sample it works fine but not with my mine… How is it possible? (and why don't you use containers as it was suggested by Ashley on the other topic?)

  • Anyone?

  • I tried different things (here) based on Ashley response:

    Put the sprite used for 3D shape's faces in a container with 3D shape. Then each 3D shape has its own sprite instance to go with it, and it will use the current animation frame of its own sprite instance. So then you can control the face images independently by controlling each of the sprite instance's animations independently.

    But I'm totally lost. It really doesn't do anything I want, it just take the same sprite from the family and don't make a difference between the instances. Just repeating the same thing…

    If anyone has the solution, I will be so grateful…🙏

    (I'm a little desperate now)

  • GeoffB Can you share the file if you still have it? I really don't get how it works with the explanations on the topic you shared.

  • Hello, I have the same problem actually. Seems that there is a solution in this topic but unfortunately all files in wetransfer are expired. Would you be kind enough to share them again? Thanks!

  • Oh thank you! Seems I miss this one.

    So basically there is something to do with containers but I don't get it. Too bad that the exemples were in wetransfer, all links are expired now :/

  • Hello everyone,

    I'm back with a brand new problem that's giving me a headache. Here is the concern:

    I decided to create several 3d Objects to make enemies. For each 3d object I create a random sprite from my sprite family. So far so good, but the problem is that I would like to assign each sprite created to a unique 3d object and that's where I'm struggling. I tried something by applying an instance that takes the UID of each 3d Object but I don't know how to make the sprite in question be used for the corresponding 3D object.

    The final idea is to have enemies with different behaviors playing their own animations.

    I add the c3p file here so that it is clearer.

    Thanks for your suggestions and help!

  • Alright I see! Thank you guys for your help!

    And thanks for the scarf exemple, it could a bit more to understand this!

  • No one? Is it a bug or something?

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  • Hi everyone!

    I'm working on some kind of octopus that player can move.

    I create the tentacles using revolute joint on each part. It work pretty well with a good physic but I have a problem when I move the creature. If it goeas to fast, all the joints beaks up and parts are going mess.

    My question is how can I provide my revolute joint from breaking? Is there a way to make it permanent?

    Here is my cap file:

    drive.google.com/file/d/1xj_nZ1tNXztyTrIDniizGH1yatnpHRDI/view

    Thanks for your help!

  • Yeah!! It seems that's exactly what I was looking for!

    I'll try it and see how it works!

    You are really awesome dop2000!!

  • Hello everyone,

    I have this question about prebuild objects. I have seen several examples about this like this great tutorial: https://howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes/ but my problem is a bit different.

    I want to build a level with just placements sprites that will be replaced by prebuilds walls. My intention is to level design an entire level with a different look each game. To be more clear here is a scheme of my intention:

    As you can see, I have 2 sets of different kinds of walls with differents prebuilds. Of course I want them to eventually be duplicated, and that's not a problem.

    Seems the solution is to call a function but in all previous examples, it doesn't multiply the presets, so the level is limited by the number of prebuilds available.

    Any solution is more than welcome!

    edit: in the end, the prebuilds objects are supposed to be 3D objects but I made it simple for now.