anotherthing's Forum Posts

  • 5 posts
  • What settings are you using for the RTS movement? The problem I have with it is that when the sprite is turning around to move the opposite way, there's a very exaggerated car-like movement to the sprite.

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  • Oh, I'm an idiot. You guys are talking about the angle thing in the animation panel of the interface, right?

  • How about if you make the sprite look at the mouse when you click? Use the Set Angle toward Position action.

    Isometric(or 3/4 view) is what games like Jagged Alliance 2, Baldur's Gate, Commandos, Arcanum, Diablo, etc. use. It's a way of adding a bit of depth to 2D. As such, sprites are typically done in eight facings(or five and mirroring three but that results in other problems). Just angling the sprite would make it look like the player is falling over.

  • I have a question that I can't figure out. Is there a clean way of making the sprite's facing change when it moves in a certain direction? I have all the keyframes of the sprite made for eight directional movement, I just can't figure out how to make it so when you click right of the sprite, it switches to the sprite for that facing.

    When I start a new event, I get an option for comparing values. That option isn't available in the System selection stuff after you already do the mouse click check. If I make a new event, and do all my angle checking there, won't the angle change be based on the mouse direction all the time? Also, how do you AND two Compare Values together?

    One thing that would be handy is if Compare Values had a "between" pull down option.

    Anyway, anyone know of a good way to do this?

  • 5 posts