newt's Forum Posts

  • An array would work.

    You can store the value "flowing" in the x, and y slot, and pick the instance by giving all the tiles instance variables that pick using the arrays x, and y.

    myinstancevariablex=array x

  • Let me ask you this.

    If the game was tile based, how would you check to see what tiles were next to each other without using collision detection?

  • The Containers make it easier to manage the isometric assets.

    Like every tick isobjectA setposition to 2dobjectA.

    No picking if the iso object is in a container with the 2d one.

    Also 3d would solve the issue with a lot of frames.

    Another solution to that could be Spriter animations.

    Other than that I don't see much point for 3d, unless you are sure you will have webgl.

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  • First you make the game in 2d topdown.

    Each object there would have a isometric counterpart on another layer that is offset to isometric coordinates.

    iso x= 2d x- 2d y *(tile width/2)

    iso y = 2d x+2d y *(tile height/2)

    Edit:

    Let me add containers work pretty good, except the container spawns on the parent objects layer.

  • "or is really everything happening on the invisible 2d layer and the visible part is really only for visual enjoyment?"

    Yes, everything except z sorting takes place there.

  • Its too bad you can't have a an invisible 2d layer, and just project the isometric objects to the isometric coordinates.... oh wait.

  • Two words, sin tax.

    I would have just broke whatever I was doing if it was code.

    In C2 not so much.

  • A fits all runtime might make it so that all you need is the capx to run a game.

    Its not all you would need, and there would be other issues, but it would solve other issues as well.

    The biggest con would be that you wouldn't need the editor to export, which is Scirra's bread, and butter.

    Plus the runtime would probably be huge.

  • I wondered if a general use runtime might solve some issues like this.

  • It would be nice if we could do that, rather than have to use the condition "or"s.

  • x+1*tilewidth

    y+1*tileheight

    x-1*tilewidth

    y-1*tileheight

    Given that you want to place squares around the center tile, clockwise.

  • You should check out how to publish using other engines.

    None of them are easy.

  • Pixel art is fine so long as you get the aspect ratio the same for all assets.

  • You can use for each, and distance(), but its not very efficient.

  • Sorry, no.

    The editor itself displays everything quite nicely.