dop2000's Forum Posts

  • I gave it a try:

    dropbox.com/s/1996k09wn6j8oy8/MobileKeyboardTest.c3p

    Seems to work, but only in Scale Outer mode, and may require more work for proper scrolling etc.

  • It looks like there is no easy way to do it with scripting. You can get mouse position, but you'll need to test all object instances if they are overlapping this position. And with different collision polygons in sprites, this may be a very difficult task. Edit: not that difficult, as Mikal pointed out, there is containsPoint(x, y) method.

  • For Destination Out blend mode to work, both the block and the player need to be on the same layer, and the block needs to be above the player. However, since you have other objects (tree), which can be above or below the player, the block will also erase parts of the trees which are below.

    You probably need three layers - layer 1 for trees below, layer 2 for player+block, and layer 3 for trees above. Move trees between layers 1 and 3, don't change player's z-order.

    There may be other solutions, depending on your game. For example, when the player starts digging, use DrawingCanvas - paste player sprite on it and erase the bottom part.

  • I haven't tried it, but you can zoom-in the layout when keyboard is open, and zoom-out, when it closes. For example, save ViewportHeight on start of the layout in a variable. And then when it suddenly becomes much smaller, you can assume that the keyboard is on the screen, so you can change layout scale to (OldViewportHeight/NewViewportHeight).

  • iPad screen has 4:3 aspect ratio, so you should use 320x240 resolution. If you want to support different screens, see this tutorial:

    scirra.com/tutorials/73/supporting-multiple-screen-sizes

  • No, what I meant is this:

    If you want the enemy to react faster to player movements, try a smaller value in "Every X seconds"

  • I think the problem is with MoveTo behavior - it's disabled. When you disable Pathfinding, you need to enable MoveTo.

    Also, you probably shouldn't check LOS on every tick, do it every 0.5s or so. Otherwise when both sprites are moving, your enemy will switch back and forth between Pathfinding and MoveTo at the edge of LOS range.

  • Did you set gravity?

  • Yes, the bluetooth one works on Android.

  • In this project the values are added into the array with actions in event #1

    You can instead create a new array file and load its contents into the array with AJAX.

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  • You can choose any format that's convenient for you (and/or for users).

    The easiest solution would probably be adding a Dictionary file - right click on Files -> New -> Dictionary. It will be saved in JSON format and you could load it directly into dictionary object.

  • I have 3 different wireless gamepads (Logitech, Philips and some noname bluetooth), they all work mostly fine.

  • You can use Bullet with gravity setting.

  • You need to add all plants into a family. Check out this demo:

    howtoconstructdemos.com/z-sorting-in-an-isometric-view-game

  • This method of using a base sprite + animation sprite is specifically intended to prevent issues like this. Your base sprite should handle all movements and collisions, you should remove all behaviors (like Solid, Platform, Pathfinding etc.) from the animation sprite.

    And yes, the base sprite should be approximately the same size as the animation sprite, maybe a bit smaller/narrower.