Arcticus's Forum Posts

  • So yeah, here's me (on the left) rockin out with my mate(s) playin Overture 1928 by good old Dream Theater (curse their incorrect spelling).

    <img src="http://dl.dropbox.com/u/1289341/390603713_Es26D-XL.jpg">

    To see my insane bass player buddy you may need to actually save the image as its late and I can't be stuffed resizing it heheh.

  • To access the tileset import options, start by adding a completely empty sprite (I'm not doing pictures right now as I have a killer migraine...), now go to the animator tab which is typically on the right hand side of the work area somewhere. Click on the empty frame with the number '1' underneath it and click on 'import'

    You are then given a file browser to choose what you want to import. You can use this to either import many images (for example, a sequence of images), or you can use it to import a tileset image (or both if your heart desires)

    Once you have selected the image(s) you want, press enter/ok and this fancy little import window will appear (give it some time, with many images/large images it has to load)

    On this window are all the options you need to split an image into tiles and stuff. You'll have to play around with it yourself as I haven't done it in months and like I said earlier, I have a whopper migraine...

    I hope that was of some help

  • The way I would do it, would be to create some simple laser shooting system (that I don't have the time to think up right now) that only shoots in a straight line (without bounces as such), as soon as it hits an obstacle, spawns another version of the laser at the new bounce angle, which proceeds to go in a straight line again until it hits an obstacle.

    I'm sorry I can't help much more than that, quite busy at the moment, however this cap I made might help you get the angle of bounce that you want

    http://dl.dropbox.com/u/1289341/Angle.cap

  • I really like this

    Its a -little- unforgiving, but what post apocalyptic world isn't

    My one gripe is I can't seem to shoot as fast as I would like, and sometimes, probably due to the frame rate, my bullets go through enemies without killing them.

    I do appreciate the amount of work that must have went into this and I think its awesome. i give it, 4.5 stars (out of five don't worry)

  • I'm jumping up and down and eagerly looking forward to it XD

    I always thought an exterior tileset would be cool

  • Check this out :O

    <img src="http://dl.dropbox.com/u/1289341/TCRecord2.JPG">

    http://dl.dropbox.com/u/1289341/TCRecord2.JPG

    Just as mini-evidence that i didn't edit it, I took a screeny along the way too

    <img src="http://dl.dropbox.com/u/1289341/TCRecord.JPG">

    http://dl.dropbox.com/u/1289341/TCRecord.JPG

    Woohoo personal best!

  • try the system condition 'for each object' thusly:

    For each child

    if child is overlapping school

    -->set child pv to 1

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  • Well I actually -did- post something earlier along the lines of, 'yeah sure' but I deleted it cause I wanted to see how it would play out

    I was talking to my brother about TC the other day (he loves it too), and we were saying its totally the kind of game that could have some pretty mad lore behind it and stuff. Not to mention the atmosphere is awesome, my wife gets uneasy on the lava/gas music haha

  • Towerclimb is one of the coolest games I've ever played. I just wish the revive potion wasn't so bugged

  • That's exactly what I was thinking when I was making it haha

    Glad I could help

  • I could be wrong as I don't know the real reason behind the size of your plasma object, but this might help

    http://dl.dropbox.com/u/1289341/Help/ScrollingPlasma.cap

    I suppose if you needed it on a per object basis you could apply the same principle to multiple, smaller plasma objects

  • The ONLY easy way to do isometric is to not involve height in the game, and then its just a glorified top down game in essence. The other way is like driving nails into the soft parts of where your little toe joins onto your foot...

  • TL;DR = in most cases it wouldn't work

    I don't think layers for elevations would work from what I understand.

    For example, if the player is in front of two stacked boxes and jumps, on his way up, at one point he would have to change layers. Where would this change happen? in this case, most likely as soon as he jumps. That should look fine, but what if the player is standing -behind- the two stacked boxes? The change between layers would have to happen as soon as the player's bottom '3d' side cleared the top '3d' side of the box on the bottom of the stack, otherwise, as soon as he jumped, he would appear in front of the bottom box, even though he should be behind.

    And in both cases, if there was another sprite nearby on the first elevation layer overlapping the player in a certain way (depending on which scenario), the layer swap would screw up the sorting.

    The best way I've found for figuring out how one sprite should behave in relation to another is to use this kind of zone diagram I drew up:

    <img src="http://dl.dropbox.com/u/1289341/Help/IsoZones.gif">

    This is how another object should behave if any part of it is in any of the following zones: (the zones are infinitely long obviously)

    [Blue] = In front, regardless of height

    [Red] = Behind, regardless of height

    [Green] = In front

    [Orange] = Behind

    [None] = doesn't really affect sort order but -can- be ordered by (screen Y + height from ground) if you really have to

    Green and Orange override Blue and Red

    Naturally, you'd have to define front and back X edges, front and back Y edges and bottom and top edges all in variables for each object. When I say X and Y here, I mean as isometric X and Y, not screen co-ordinates

    With clever coding, since you've defined the '3d' bounding box, you could probably figure out a way to sort them regardless of size.

    I know this is a pretty long winded answer to your question, I mostly put this here as a resource for anyone else looking for insight into figuring out how to go about sorting, or maybe it will give someone an awesome idea on how to solve it!

  • With the help of a stranger on the internet, I've got the code to a point where its -almost- perfect sorting-wise, however, the loop is so long and convoluted that it slows the game down exponentially and i can't really have more than about 10 objects on the screen at once without any slow down.

    And yes i've tried only updating the sorting only when something changes, it doesn't work very well with the current loop. So i'm taking a little break from it until i can think up something better.

    I REALLY want a working iso engine

  • Well I updated Construct and now it works fine? odd