justifun's Forum Posts

  • Unfortunately objects can only truly collide with each other if they are both solid, however you can fake two non solid objects so that it appears that they are colliding by using the on object overlapping condition. So in your case. Make everything except the enemies have a solid behavior and make an event that says...

    Note: movement behaviors like the platform behavior already get a solid attribute so no need to add a second one.

    Enemy on collision with enemy -> change directions.

  • One work around for more complex uses of tilemaps to create more detailed collision maps like you want to do is to place an additional invisible sprite overtop of the areas you need it in. So for example you can make a loop that goes through and wherever there is a type of tile that you need it. It will automatically place it on top for you.

  • Figured out what i was trying to accomplish.

    Check it out - left and right arrows to rotate the red square, space bar to shoot bullets

    Demo

    https://dl.dropboxusercontent.com/u/403 ... index.html

    Capx

    https://dl.dropboxusercontent.com/u/403 ... otate.capx

  • tulamide - lets say you have a square moving around the elliptical path, how do you angle it to aim always at the center?

  • Imagine you have a isometric type elliptical circle on the ground and you wanted to make another object rotate around that path. Being controlled left or right via the keyboard arrow keys. Any thought's on how you'd approach that?

  • Can you create an "Set speed" action please?

  • Another solution is to create 2 tilemaps, one for each resolution and load the appropriate one depending on which device you are playing on.

  • check this out

    https://dl.dropboxusercontent.com/u/403350/example.capx

    See how i looped through the tilemap and if the tile was a "sign" tile, it placed a red solid square overtop.

  • You can have it check the value of a tile, you make a loop that goes through each tile once after creating them, and if its equal to the value you want, then you can make it do something.... i think i have an example capx. lemme find it

  • You can have it check the value of a tile, you make a loop that goes through each tile once after creating them, and if its equal to the value you want, then you can make it do something.... i think i have an example capx. lemme find it

  • Why are you getting all of those lines between your tiles?

  • One other way to approach it that i just thought of, is that if you only want items to spawn above your ground tile, then while spawning your items, use a "pick by evaluate" to only pick tiles with the bitwise value that equals your standard "ground" tile, then subtract the tile height (eg: 16). Thus they will only appear above the ground, and centered in the correct location.

    pseudo code

    pick all tiles = tile.bitwise = "ground"

    randomly pick how often a item should be created eg: 10% of the time

    for each tile -> spawn item at tile.x, tile.y-tile.height

  • Out of curiosity, are you creating tiles across the whole map, then randomly spawning those blue boxes and deleting the tiles that they overlap?

    then running the bitwise update to calculate which tile look goes next to each one?

    clever way of doing it.

  • After spawning the object , set its position to a rounded value of a multiple of 16

    you can also destroy it if it accidentally appears on top of a ground tile.

    or in your spawning code, only create it in the first place if the value its going to "attempt" to spawn it on isnt a ground tile (unless you are trying to do some sort of digging mechanic.

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  • There is also a tutorial by ashley

    https://www.scirra.com/tutorials/537/ho ... svn/page-1