R0J0hound's Recent Forum Activity

  • I've never used it but one way would be to have the iframe behind the game's canvas. You'd need to make that part of the canvas transparent so the iframe would show through. That might make any clicking of the iframe not work though.

  • It's an effect and it would help doing the view. Rex's helper behavior is also useful for positioning stuff on the view. Besides that most of the game would be done simply with a top view.

  • The closest thing I can think of that matches that is kinetic energy (KE), which can be calculated with:

    KE = 0.5*mass*velocty^2

    But why not just do it just like that example? The power is just a variable with a value of 5, which you then compare with the velocity^2, or just like your other topic.

    The only new thing would be the relative velocity I guess, but that's just a simple vector subtraction of one velocity from another.

  • Zebbi

    So ads don't show up over sprites with effects? Maybe change the zorder of the ad?

    —

    The trick is you don't do collisions in mode7. You do it in a top view. Basically the entire game is implimented in a top view and as a last step the mode7 effect is used to give the prespective look. The parameters are tweaked so the effect is angled from the player's view. Then all the other objects are posioned with Rex's behavior.

  • You could start with something like this:

    Set scale to self.y

    But that makes the scaling ridiculous. So we can reduce the effect

    Set scale to self.y/500

    That's better in that size difference from the top to the bottom is less drastic. But it's still not perfect since it's too small. You can fix that with an offset:

    Set scale to self.y/500 +1

    Now you can fine tune it by tweaking the values till you get a result you like.

    Another way to do it would be to make the formula From two different scales at two different ys. Then just use some algebra to make an exact equation. You could also use lerp here as well.

  • Take a look at the sdk section of the manual. Specifacally the runtime reference. You can get a layer by name so that helps, but you can't get a type by name. The usual method is to use a object type parameter for an action or something. Then you can get a reference to that object like that.

  • For one object you could save it's x,y,angle, etc every frame to an array, then play it back.

    Something like this:

    You could do the same for multiple objects.

    Another idea would be to save the player inputs and play those back. Unfortunately that is tricky to get a perfect replay with since the varying dt will get the timing off quick. It is possible though with a carefully designed game. It may not even matter in the long run as it would give some variation in the long run.

  • You can look at the manual here:

    https://www.scirra.com/manual/66/projects

    1. You can change the "window size" to change the pixel size, and if you set the "full screen in browser" to "letterbox scale integer" which will keep it scaled by a 2x, 3x, 4x... amount depending on the the actual window size.

    2. As above the "full screen in browser" option will help there.

    3. I think this is the snap to grid option on the view tab:

    https://www.scirra.com/manual/38/ribbon

    4 no idea of the context of this question.

  • An array would work well to have a value for each tile. Just make it's size the same as the tilemap's number of tiles, horizontal and vertical. To find if a certain tile is touched you can use the expressions in the tilemap to convert the touch's x and y to a column and row.

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  • Try using the "force own texture" layer setting.

  • —

    The box2d one is per object, whereas the chipmunk one applies to everything. You can replicate per object with a force proportionate to the object's speed and in the opposite direction.

  • Add a sprite to use as a line, and make it's origin centered on the left. Also make it's height 4 or something, that will be the line thickness. Name the sprite "line".

    Then you can use the qarp() expression to do the curve and you could do this:

    global number px=0

    global number py=0

    every tick

    --- line: destroy

    --- set px to start.x

    --- set py to start.y

    repeat 100 times

    --- create line at (qarp(start.x, (start.x+end.x)/2, end.x, (loopindex+1)/100), qarp(start.y, (start.y+end.y)/2+200, end.y, (loopindex+1)/100)

    --- line: set angle toward (px,py)

    --- line: set width to distance(self.x,self.y,px,py)

    --- set px to line.x

    --- set py to line.y