InDWrekt's Forum Posts

  • TheDom

    That works well if the player is outside the lines. In the case mentioned above, the OP said the player had to be inside. This means the collision polygon created by the image is the opposite of the collision polygon needed. The player is inside the lines while the area outside the lines represent the collision polygon. Also, as you mentioned, more than 8 points degrades the performance, so your suggestion would not be optimal anyway. The image above would require 18 points to create.

    alexheg

    You will get good performance and results if you use my suggestion above.

    I hope this helps you get what you need and good luck with your project.

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  • You could quickly recreate that image with a tilemap and give it the solid behavior. Only the filled tiles will trigger a collision. This would probably be the fastest and easiest way to accomplish what you want, plus it is really easy to change later.

  • OK... That's pretty interesting. Guess that's a good reason to use that resolution. I hope at least what I wrote helps you with your project.

  • You set the resolution in the project settings under window size. That being said, why on earth are you making your game 32 X 32.

    That being said, this resolution is far too small and it doesn't matter what you do, it probably will never look good full screen. To play the game at 32x32 resolution not scaled, the player will have to strain to see anything and scaling it up to a playable size will just make it extremely pixelated. If you are looking for a retro resolution, you could try shooting for an early pc game resolution like 320x200 or even 160x144 which is the original gameboy resolution.

  • I'm not completely sure why you needed help on this particular issue. This is an extremely easy task to accomplish. But, since you asked, this is all it takes:

    1 - Add an action to the player using the "Is overlapping another object" event and set the text to visible.

    2 - Add an else event right after the first with no other conditions. An else event triggers any time the previous event in the list would not trigger. Give this event an action to set the text to invisible.

    I am including a capx just in case this isn't clear enough.

    Good luck with your project.

  • The minimalist style looks interesting. I like the layout of the score board.

  • As a bonus, I decided to include another capx that shows another way to do the same thing. This method only uses 1 event for changing between the 2 directions but, it is much more difficult to read. It uses 2 animations for showing the different directions instead of mirroring the Sprite. Then uses a ternary operation (look it up on Google if you don't know what that is) to decide which animation to show.

    This is a more advanced method that can cut down your event count, but can be a nightmare to upkeep if you ever have to go back and fix it. That is unless you have a good grasp on what a ternary operator is and how it works.

  • Attached is a capx example for you.

    All I did was add an event for when the Sprite reached the end of the sine magnitude - 1 which mirrored the Sprite object.

    I hope that gets you what you need and good luck with your project.

  • My question is, why are you using the 8 direction movement if you don't really want the functionality of 8 direction movement. It sounds to me like you could just use an event for the left and right arrows. This shouldn't really change your event list too much and would give much more options.

  • Ok, here is a capx with the type of movement I believe you are looking for.

    From what I read, it looks like the problem with how you have it set up is, the event "is overlapping background". This is always true if the sprite is overlapping the background and will always run (even if the background is behind the goal and the sprite is only touching the goal, if the background is behind the goal, it is still overlapping the background).

    I use an else to test if not overlapping the goal. Also, I don't know how much his helps, but I think you should initialize all instance variables in a for each block. I did so in my capx for you.

    Good luck with your project.

  • [Edit]

    Apparently, i didn't read all the way through the post well enough. The answer I gave was not really what you were looking for I have removed it.

  • Just wanted to say, it looks good. I Also think it would play better with a different control scheme. The mouse aim would be nice, but it it could also work well with asteroid type movement where pressing the arrow keys turns the player by a few degrees and pressing up or down makes the ship fly in that direction.

  • To get your game on Google play, you need to set up a developers account. Log into your Google account and go to:

    https://play.google.com/apps/publish/

  • In the Layout properties, select the event sheet you want the layout to use.

    [attachment=0:3b1o31x8][/attachment:3b1o31x8]

    All you have to do is select the layout and the properties dialog shows the settings used by the layout.

  • Also, you can combine your click and touch events by placing them in an or block. This will cut down the total number of events you will use by half.