fldr's Forum Posts

  • set magnitude to the amount of pixels it should shift to the sides and period lower

  • you could use the sine behaviour, horizontal or vertical (or both with two sine behaviours) and small values for magnitude and period

    on enemy hit ->stop movement,set sine active, wait 1 second, set sine inactive

  • in my game theres a "stream" of enemys constantly walking on the path so when the map is heavily covered by towers there will be permanent requirement for sorting but not for every object at the same time so i think i should find a way to limit the objects being sorted. does that make sense?

  • nice game and i really like the online highscore table

  • oh ok, didnt realise this yesterday night, was just too late for me

    i did solve it by putting towers and people in one family and made a "for each (ordered by y ascending)->send to top of layer" event every 0.1 seconds, seems a bit dirty to me, will see if i can optimize it some more

  • ok, heres a solution i found on the forum that works, it just works, im happy

    towers and people are both in this family

    now i can delete over 50 events ^^

    have to figure out how i can make this more performant (already tryed sprite"on collision"with tower instead of "every..", wasnt good) but for the moment, im just happy

    Thanks for everybody who helped me !

  • im now trying for quite some hours everything i thought might work, but nothing.

    Several different event combinations with "for each sprite","for each tower", "for each (sorted) tower by y" descending, ascending, call a function to sort everything...

    because i thought it has something to do with the UID i even implemented that every tower gets rebuild sorted by its y value, descending, ascending when a key is pressed, doesnt work.

    descending, ascending does change the buggy behaviour, that means its not the same towers that are affected but i didnt find a solution where every tower behaved the way i wanted.

    the strange thing about it is that only some towers are affected and i cant find the missing link.

    the code works perfect when the walkersprite is only overlapping one tower but with two or more it SOMETIMES doesnt work..

    i did build a tower on every field thats near the street, turns out you can fix the situation by rearanging the towers, but i dont see the pattern here, all i know its not solved by rebuilding all towers by ascending or descending y values.

    my head hurts

  • >

    > > It looks like you got it working. So far so good.

    > >

    > > What elements of the isometric game logic gave you the most trouble?

    > >

    > its the z-order thats troubling me, mostly the details like trees, they rely on the z-order of the ground tile they are on but thats not always wright with towers and people.

    > For example the tree and tower in the left corner arent wright, i had to move the tower to the same layer as the ground (normally people and towers are one layer above).

    > This problem could be solved if i had the details seperated from the ground i think.

    >

    I had some trouble with that too, but got it working quite good.

    Example and capx in this old thread.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=97677&p=756014#p756014

    Thank you! will have a look at that thread, turned out ive got some more z-order problems you can see here:

    edit: ok, now i took a look at your solution. It works really good, but i fear it might come to problems when there are more then one sprite around a building, because of the objects changing layers? or am i wrong? sorry if i misunderstood what you did there, its late now and my brain is quite twisted from the hours of testing z order stuff ^^

    will look at it again tomorrow and see if i can also use this solution. i really didnt see any glitches and also the performance seems to be good (i just made something with function calling that went up to full cpu usage^^)

  • now i got another problem i thought ive already solved :/

    sometimes my code from above for setting the peoples z-order doesnt work

    i figured is has something to do in which order the towers are sorted when a walker overlaps more then one tower

    i made another demo, the towers are drag&drop so you can play around with different situations

    if you change the place of the problematic tower it will make correct z order

    i guess it has to do with the objects uid?

    tryed to make something with for each(ordered) but it doesnt really work

    http://fldr.de/tower7

  • I'm also curious about how you manage picking in this situation....

    Since the towers don't move, you can set their Z order once at their creation or at the start of the level. Because you don't do it too often, you can afford to use an ordered ForEach to loop over them all by z order and send them to the top, one by one. This is, of course, the most horrible sorting algorithm ever, but I figure it's better than no solution at all.

    Thank you both!

    it works really fine that way

    and youre wright, since its only necessary when a new tower is placed it shouldnt make any performance impact.

  • Hi,

    i ran into a problem im not sure how to solve. For my isometric tower defense game i have managed the z-order of people and buildings with these events:

    for placing new towers i need something similar but

    doesnt work at all, i guess because it cant figure out which tower is which?

    is there a way that the logic differs between two instances of the same object?

    or do i have to make a workaround that relies on other values? (like both x and y position/tile that the towers stand on)

  • Looks Nice! Cool style, can't wait to see what this will look like when finished.

    Thanks!

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  • It looks like you got it working. So far so good.

    What elements of the isometric game logic gave you the most trouble?

    its the z-order thats troubling me, mostly the details like trees, they rely on the z-order of the ground tile they are on but thats not always wright with towers and people.

    For example the tree and tower in the left corner arent wright, i had to move the tower to the same layer as the ground (normally people and towers are one layer above).

    This problem could be solved if i had the details seperated from the ground i think.

  • Hi,

    today i started working on an isometric tower defense game, using the lovely assets by Kenney.

    Didnt got much yet, only a map, some enemy walking the path and making sure everything has the wright z-order. Isometric game design is totally new to me and i had a hard time figuring everything out with this damn z-order and where to place the tiles <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    but anyway, you can see what i got here: http://fldr.de/tower3

  • i just added Google Play Leaderboards and persistent local Highscore! now you can compare your skill with people all over the world!

    also removed the banner ads and fixed the close button

    if you have any critics, please let me know them!

    and if you like the game and rate it, i would be very happy