justifun's Forum Posts

  • Not sure on the way you are trying it, but there's a plugin called "sprite sheet" that offsets a tiled background, you can use that to create an infinite scrolling bg as well.

  • You might also be able to use the 9patch object

  • Check out this approach to isometric pathfinding

    facebook.com/photo.php

    From Kenney.nl

    1. First I draw a polygon where the user can walk. This would be the ground where no obstacles are.

    2. Then the game automatically generates a tile map over the polygon, whenever a tile touches a polygon it's marked as a walkable tile.

    3. Using the A* algorithm I calculate the path from the player to the point he has to walk to. Diagonals are a bit more 'expensive' to walk on, read more about A* here: en.wikipedia.org/wiki/A*_search_algorithm

    4. Now comes the best part: I shoot a raycast vector from the first point in the path to the next, if the raycast doesn't hit the edge of the polygon then it goes to the next point...and the next, and the next. Until it hits an edge of the polygon, then it marks a point back as a straight line. It does this for all poins, resulting in a smooth, straight path which looks very natural and would be the path we humans would take.

    5. Hide everything for the user and make the player walk along the path.

  • There's 2 approaches you can try. One is to create 3 copies of your background. As you swipe you move all 3 left or right. As the first one goes off the main screen, the second slides in. And the one on the far side moves to the other side. So you are always moving the one that is off screen over to the other end to fake the panoramic look.

    The other solution is there's a plugin called "sprite sheet" that allows you to animate the offset of a tiled background object.

    You'd have to tweak the "sliding with inertia" code a bit and point it at offsetting the offset.x value instead of the positional value, but it should work. It will give you an endless panorama bg.

  • Give a variable to each player called "active"

    When they spawn set active to 1

    When they die, set "active" to 0

    system player1.active=0 AND player2.active=0 -> end game

  • You should read up on the concept of "picking" objects in Construct. You need to specify which object needs to have actions applied to it. Right now you are probably "picking" all of them.

    There's many different ways of picking a specific object. Can you post a screenshot of how your game works to help us better suggest the easiest solution?

  • matiascastro.bandcamp.com

    Awesome video game music for only $7 a album of 10 songs.

    great stuff, take a look er...listen!

  • R0J0hound - Couldnt you also just calculate the z order by placing a image point in the upper left corner of the box and sort using that?

    For each Family1 ordered by Family1.ImagePointY(1) ascendeing

    --- Family1 move to top

  • You can fake an isometric jump by leaving your movment stuff on your black box, then adding a sprite that follows above it. When the player jump, you simply increase the Y value of where it lands to appear as if its up on a higher level. So once they go up a step, they would be jumping starting from 10, instead of zero for example. The movement sprite always stays on the ground though.

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  • I love C2 for the fact that you don't have to type out endless code in the traditional sense being an artist. I can visually understand the list of events much quicker and easier. Its like speaking plain english when i read through what's going on. And you can beat the immediate satisfaction of being able to play something as quickly as throwing on a platform behavior for example and a ground plane. Very few game engines allow you to immediately get your creative ideas out there and iterate.

    C2 is amazing!

  • Yes of course

    Sprite.ImagePointX(1)

    Sprite.ImagePointY(1)

    gives you the image point 1 location of sprite.

  • Hrmm, seems a a bit more difficult managing 2 seperate tilemaps.

    I guess at the start of the layout one could loop through their first decorative tilemap, and change its corresponding collision tilemap square on or off depending on what type of tile.

    seems easier from a design standpoint to simply combine the two functionalities.

    Is it too difficult to have a per tile solid checkbox?

  • Resetting the dialogs worked! how odd.

    problem solved!

  • Is it possible to call the browser File/Print dialog box from within C2? or would i need to call some external code to do that?

    I'd like to find a way to provide the option to print a hard copy of a screen of my game.

    thx

  • Sounds like you want to make some sort of endless runner, check the tutorials section, theres a few example.