Arcticus's Forum Posts

  • i LOVE this game!

    So basic but so interesting, I'm also in love with the art!

    I find myself praying that the start of every level doesn't spew lava at me! One time I got 4 lava levels in a row *groan*. Highest climb so far is a bit over 1600

    I love the random element of the whole thing, it keeps the one simple concept fresh and interesting.

    One time, I started from the beginning and straight away a dog fell from the sky, landed on my head and killed me within a second

    The level design code must be pretty mean

    I have found a few things wrong with it that i'm sure you're aware of:

    • Revive pots bug out when used from dying in lava, eaten by fish, killed by worms, basically anything besides me falling I've almost stopped buying them now lol
    • I think enemies should be subject to the same laws of physics as the player, aka fall death, lava death etc
    • The other thing is, is the walk animation supposed to go that fast?

    But even with those bugs, this game is FREAKEN AWESOME

  • If pathfinding is the problem then I would suggest giving the enemy tank the RTS behaviour, you can set it so it moves around solids and such. The only drawback is that it's cell sizes for the path finding seem to be increments of 10 rather than multiples of 2, so it wouldn't quite line up for 32x32 size tiles for example. In any case, experiment with the RTS behaviour, you can do some cool stuff

  • So .... my antivirus says that link is a trojan

  • Ah that's pretty good

    So assuming all my objects are already in a family I would have to make a duplicate family to compare them correct?

    I always try to avoid having to do that, I think its kinda weak, but I guess, logically the computer needs to differenciate between them somehow.

    It'd be cool if, when comparing a family to itself, it checked the other members of the family instead of itself. Unfortunately I guess that would cause other problems when you need to family object to compare something to itself lol... maybe an extra family picking condition - 'Pick from other family members'? :S

    Anyway thanks again Deadeye, I'll try and jury rig up a similar system to what I'm trying and see how I go

  • I thought that would be the way to go, but I'm still unsure how I would go about using it because I need to pick -two- specfic objects of the same type/family and it becomes a little harder when referring to the same object, the picking has to be very specific.

    I'm not 100% sure how the picking is handled in this situation anyway, I mean, CAN you pick and compare two specific sprites at all? for example:

    Pick Object with .value('ID') = X

    Object.value('var1') is less than Object.value('var2')

    Pick Object with .value('ID') = Y

    It would be nice for situations like that, if it picked the two objects to be compared by the picking criteria before and after the comparison or something. The pick event before the comparison picks the first object, and the pick event after the comparison picks the second object.

    Unless of course, there's an easier way that I'm unaware of

  • Hey, I've got a picking problem

    I have ONE object with multiple instances of itself, each one is given it's own numerical ID in ascending order. So if I had 5 objects, their ID's would be 1, 2, 3, 4, 5 respectively.

    I want to compare 'Variable1' of Object with ID = X to 'Variable2' of Object with ID = Y

    It sounds fairly simple but I'm having a lotta problems getting it working

    Any ideas?

  • For those that are interested, I got it working, however it didn't solve my problem so its back to the drawing board

  • So I'm trying out some arrays and I would really like to know how I would sort the following array

    array(family's Y co-ordinate, family's variable, UID if necessary)

    So far it's proving to be a killer, I've looked up some sorting algorithms but I'm not too savvy on a lot of the lingo they use to define them. The sorting algorithms that looked nice were, bubble, gnome and possibly insert, I'm not sure how they apply to multi-dimensional arrays though.

    I want the array to look something like this when it's sorted (leaving UID out for now):

    5, 0

    5, 1

    5, 3

    10, 0

    10, 6

    10, 8

    etc

    So primarily sorting by the Y co-ordinate ascending, but if any of the family have the same Y co-ordinate then sort by their private variable ascending

    Is this possible at the moment? I'm assuming its to do with a bunch of nested loops, but it's 3:20am and my brain has imploded

    Remember, I'm not that mathy, you'll have to translate into english for me

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  • Don't worry guys, ITS EASY!!!!

    It only took me like .... a year

  • 1. I don't know why but the sorting is no longer working 100%. Maybe because I moved some events around, I don't know.

    The sorting seems to be working exactly how it normally does. The sorting code I came up with seems to have trouble when your player is sitting halfway between two blocks and when standing on the top corner of a box. I'm still not sure how to fix this.

    These iso demos are all looking awesome everyone!

    Any help on the sorting code would be greatly appreciated!

  • Here's my little Isometric attempt

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

    I've got some collisions going but they're not 100%

    I stole your movement code

    Coincidently, everything else wasn't copied, just happened to be incredibly similar to yours, even down to the tinting

  • I also got a more accurate ratio type thing

    Now my sorting code is:

    + System: For each Layers ordered by Layers.Bottom + Layers.Value('ZHeightBottom') + (Layers.Value('ZHeight') * (1 - (35.264 / 54.736))) Ascending

    -> Layers: Send to front

    For a 2:1 ratio like pixel art isometric, it would be:

    + System: For each ObjectName ordered by ObjectName.Bottom + ObjectName.Value('zBottom') + (Layers.Value('zTop') * (1 - (30 / 60))) Ascending

    -> ObjectName: Send to front

    The (1 - (30 / 60)) can just be replaced with 0.5, I just put it in there to show how it works.

    The difference between the two is that I'm trying out using a true isometric view angle.

    Still working on this overlap issue when standing between two blocks....

    Still hating this family bug....

    EDIT: Actually, with a bit of testing, this formula has a bit of overlap when walking on top of things hmmm......

    EDIT 2: Ironically, I'm using a different view angle to 2:1 iso, yet the 2:1 iso sorting formula works perfectly?!

  • It's pretty good hey!

    I've got my little iso demo to almost exactly where yours is.

    It's still not 100%, if you sit halfway between some blocks and raise the height, there's a bit of overlap

    Once I work out a few more things I -might- be able to fix that

    I've nearly got some crappy collisions done too, but I'm just using 8 direction behaviour lol

    Collisions should be reasonably easy for you, because you got the cool 4 directions going, I would just 'invert' the currently active movestate if overlapping an obstacle, assuming the zBottom and zHeight variables fall between the obstacle's respective variables too.

  • I'm not too sure, I'm gonna try and knock up a quick isometric demo and see if I can apply the same or similar code to it. In pixel art isometric though, instead of 0.53125, you would probably just use 0.5

    I also realised, I'm referencing from Layer.Bottom, it still works if you use Layer.Y there, in fact it doesn't seem to matter where I reference from, as long as EVERYTHING references from the same spot on the sprite

  • Haha Deadeye

    Here's the updated link guys

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

    I realised the problem was that the sorting marker diamonds were moving down the Y axis as fast as the player was moving up the 'Z' axis. But in the perspective I'm using, the Y axis is 'squashed', so all I had to do was, instead of adding the ZHeight variable to the Y co-ordinate, I also had to multiply that ZHeight variable by the ratio of how much the Y axis is getting squashed if you get what I mean.

    I still don't HAVE the accurate ratio yet, gonna ring up my mathy brother, i've just put a little hack-fix in at the moment, but it still works fine.

    Oh also Deadeye could you explain how lucid's S plugin would hopefully fix this family thing? I actually think it's a problem in construct