covi2955's Forum Posts

  • 3 posts
  • So, I'm making a game right now that requires 2 distinct layers to be running game stuff at the same time. The top layer (takes up the top 1/3 of the screen) is somewhat of a platformer and the bottom layer (takes up the bottom 2/3 of the screen) is a top down view of a world with people on it (completely unconnected to the top, its not a minimap or anything)

    I've got it so that the top view and the bottom view will scroll independent of each other, but the problem is that, even though they are different layers, the blocking platforms of the top level will stop the units who are running around in the bottom layer.

    In short, is there any way to disable collisions between layers? Or am I going to have to find some sort of work around fix using custom movement?

    If you need to see the game in order to understand what I'm talking about (cause it's kinda convoluted to explain) here's a dropbox link to the .capx

    dropbox.com/s/ziu9kaguloc6kd8/Dropbox%20Demo.capx

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  • I'm trying to make a game with a moving ship, top down. I want to make it so that the crew can walk around the ship but not off the ship. Is there any way to create an "inverse solid" or a "can only walk here."

    I've tried setting the background to solid, hoping that the ship would provide a walkable area, but it didn't.

    I suppose I could pin walls to the ship but since I want the Player to be able to build his ship out of pre made blocks, that would result in multi-layered pinning (which in my experience lags).

    Please help, I can't figure out how to do this.

  • Something that I have found and enjoy is the plugin found here:

    scirra.com/forum/plugin-fast-path-finding-preview_topic50820.html

    Its "fast pathfinder." the difference is that the regular one finds a path that's wide enough by calculating a pixel by pixel path.

    Fast pathfinder calculates blocking on a grid that you designate the size of. I really like how it works. Check it out.

  • 3 posts