damousey's Forum Posts

  • To be clear, I'm using Christina's file because I'm already doing more to canvas positioning to have it follow my character etc. So that one is just a cleaner example.

    But I still need an oversized space to make it work.

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  • alrighty, it's over here:

  • I'm using christina's 'Planometric to Isometric' technique as outlined in https://www.scirra.com/forum/can-we-stretch-a-layer-isometric-3d-engine_t129932

    and I'm struggling to trim the excess window space or zoom in, I think I just don't understand the canvas object well enough yet to know how to do it within this structure.

    Christina's Example:

    https://dl.dropboxusercontent.com/u/28087823/Construct%20Examples/isometric%20from%20planometric/pacman2.capx

    (uses canvas plugin)

    Which builds as:

    But I'm trying to get to a result like this:

    One way can see doing it is bringing in a third canvas for the zoom, but that feels excessively heavy when we already have 2 going(not to mention that would break all the art in fuzzies or jaggies).

  • Thank you so much for this thread, exactly what I looking for today!

    Additional question:

    How do I then trim off the excess black area?

    I'm using this "planometric to fake isometric" technique, and I've added offsets to the canvas positioning to mimic 'system-Scrollto-player' so my maze appears to be moving around my character. I'd like to zoom in or trim the excess screenspace but I don't understand the canvas object well enough to know if I can do this within the structure as it is now.

    The only thing I can think of is using the techniques in pacman demos to create a third canvas that is "zoomed in" which seems wastefully wrong?

    if I should rather submit this as a fresh "how do I.." topic, let me know and I'll move it.

  • Being able to use families would be really useful here, then you could just add all the objects that would need sorting to a family and use a single event or pair of events.

    I'm not really sure what would be a good way to approach it without that. I'm just coming up with terribly tedious solutions, like storing the objects grouped by y position and updating the sorting on players vertical movement.

    I think moving the player rather than the object could yield better results because you could avoid props potentially snapping through each other. but that's a minor sidenote

  • Hi!

    I'm Dorianne, I live in South Africa and I'm a production artist for video games in my day job. My most recent release was Broforce.

    On the side I'm learning more about other aspects of game making (structure, design etc) and I've found construct to be quite useful in that I can play with those areas despite being quite a weak programmer.

    I tend to try and ignore art when I'm making games because it will distract me too much. So I'm apolagising in advance for adding ugly things to thing community

  • BigFranks suggestion is probably right if it it seems bolder, If you're not certain whether multiple instances are being created, you can see how many instances exist in debug.

    unless you mean something else by "getting fatter" like the spacing getting wider?

  • if you had just searched just this board with the phrase "match 3" there are dozen people already answering and the second result offers a working file example.

    So what specifically is the problem you're having?

    EDIT: Sorry, I'm grumpy pre coffee.

    This tutorial should get you most of the way to where you need to be:

    https://www.scirra.com/tutorials/5000/r ... -detection

  • that's working, Thanks!

    Unfortunately this logic is above my level tho :/

  • Except that OP actually asked for spawning outside the Layout?

    There are a few different ways to do this

    1. Create 4 different spawn zone for each side of the layout, create each one using the logic above. Then use a separate random check to determine which side's spawn to execute.

    This Person is dealing with a similar problem/Solution:

    2. Create a separate SpawnPoint object, and position instances around the outer edge of your Layout, Then use an event with the condition "Pick random instance" of SpawnPoint ->Spawn another object to create enemies.

    This is bit more of a basic approach, and isn't truely random, but personally it's what I'd do because it has the advantage of being visual.

  • > I'm having a look now but without knowing what's in the json, I'm unsure as to what your intended outcomes are

    >

    i have put select_bg.IID+1 to Array and put this as animation frame

    below is full event of this

    https://photos-1.dropbox.com/t/2/AAA6aZ ... ize_mode=5

    This link is resulting in 403.

    I'm reading through the rest now to see if I can figure out whats happening

  • I was going to suggest the same solution/tutorial, so take that as a second vote.

  • ok, thank you so much!

  • Hi There

    I'm trying to create a small game that has a lot in common with previous prototypes and assumed I'd be able to take things from one project to another, (especially things like pixelfont spacing sheets) so far everytime I've tried, I get an error about dependancies, but I seem unable to copy all of the relevant components at the same time to supply those dependancies.

    I suppose this is a bit of a best practices question; am I left recreating the objects, ensuring same object names and then pasting the actions into identical event sheets? am I missing something like "export selected as package" and then "import package" options in my noobishness?

  • Does the layout have any effects attached? I imagine something in the distortion category could be responsible.