Add path direction visualization. Finally corner detection tackled!
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Cool it can do slide movement already.
BOMBA' MEN devlog
Like the title says, this would be long slow and boring work in progress even at prototype stage.
Started with character movement and placing bomb on stage.No explosion just yet.Diagonal movement is possible in Manhattan style.
source project: bomba_men.capx
Updated my sample (first page) with better optimization.
Also made interactive version from R0J0 example: pathfind_drag.capx
Multiple pinning:
That is weird. Any other behavior attached to the ship? Alternatively you can using expression 'scroll to object' for example.
Perhaps you want to create linked peg: joint_to_joint.capx
My pix editor that store animation frame as bits (0 or 1) and grid position (x and y)
Just what Djfuzion said, stored format depends on what kind of data need to be recorded and called.
The implementation: moving_background_vari.capx
remember to using the power of 2 for moving speed
shmup showcase: https://dl.dropboxusercontent.com/u/659 ... index.html
Ah I was set the tile based on previous tilemap texture. Just change frame 15 from "concrete_wall" with full black square and other frames (frame 3, 6, 7, 9, 11, 12, 13, 14) with partial black.
Make work around tileset for the wall to match the bitwise order and end up with sprite solution. Take longer time when initiate but it works.
Check it: altium_edited
Well I just throw the basic idea how slopes generated so you can work out from there. To make all mechanics work a lot of logic need to be dig more.
Simple enough with 2 events:
https://dl.dropboxusercontent.com/u/659 ... rator.capx
Make moving background images interchangable to make them feel less repetitive .
Sword streak with auto attack: https://www.dropbox.com/s/h0yj1w8v64103tb/saber_range.capx?dl=0