Tomycase's Recent Forum Activity

  • Hey there, you could simply make a light sprite, and set its position to the enemy position and angle

  • Hey there, I suggest that you check which key was pressed to trigger the movement to set the player animation;

    For the party members to follow, the best way is to store the player coordinates in an array each time they move, and position the party members based on the array content

  • In that case, you just need a grey square sprite, put its origin on the left, then decide what should be its width for one gem and multiply it with your variable, for example if one gem = 10 pixels width, Everytick > Bar : Set width to 10*Variable

  • Hey there, it's perfectly possible, but the method will likely depends of what your progress bar will look like, will it be a simple rectangle or does it have more visual details? If you could post a screen of the result you want that could help ~

  • Hi, I usually recommend to use dictionaries to store a lot of variables and save it in local storage, it's also easier to call them as dictionary keys can be selected by names

  • So I can't edit your project as I don't have purchased C3 license, but I could check the collision masks of the walls and arrows, I think the problem come from here, try to change the arrow collision to bounding box instead

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  • No problem! And in case you want to zoom in/out your layout without the UI layer to change, set its scaling option to 0 as well

  • Thanks ~ I'll take a look as soon as I'm home

  • Hey there, for a layer to stay in place, you need to set its parallax to 0 in its parameters ~

  • Collision mask and collision polygon is the same thing, can you just share your project, I think that will be easier to help at that point

  • Again, have you checked your wall sprite collision mask in the editor?

  • Have you checked your wall object collision mask in the sprite editor?

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Tomycase

Member since 3 Apr, 2016

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