Juicy's Forum Posts

  • Now this propably is a stupid question but how do you use theplugin? i cant seem to get it to do anything.

  • Thanks, got the job done Didn't really seem to understand how the parameters should be set initially, but this cleared it up.

  • I thought id play around with the effects today and thought id create a quick silly game where you have to drink as much as you can before passing out. the difficulty would increase as you drink the alcohol resulting the screen to start disorting more and more until you dont know which way is up. I didn't really find a simple solution to just give a code of something like on collission with beerbtl, add 5 to effect warp. or something along the lines.. How would i go about this?

  • No worries mate. I actually got some advice from rojohound in another topic

    which looks like it could work. Have not had the time to study and try it out though yet as im working at sea and the weather has been infernal.. anyways. z-ordering would not work for me in this case it would seem.

  • I think this tutorial would aid you.

    https://www.scirra.com/tutorials/452/pl ... ing/page-1

  • In the words from matrix "Hallelujah. You're my savior, man! my personal jesus christ!"

    Im sure i'll get forward with this.

  • .. oh hell, so if i've understood this correctly from what i've read, i just can't make it work like that since it can't be sorted properly ? motherfu.. gawd! there is no way around it then?

    Maybe i'm going about it the wrong way. How would i implement a similar way that fallout 1 for example uses that it fades the walls away around the player if he gets hidden, that possible?

  • Well i seriously need to brush on my search skills it seems as i have tried, but not found these ones.. the first link seems vaguely familiar but could be that i found it at the pinnacle of my frustration and did not read it properly. Thanks, i'll have a go with these and hopefully get a step forward.

  • Oh, so something like "Player_sprite.Y = House_wall.Y" ?

    What do you mean by "to the bottom of the sprite. as in..the bottom of the square box where the graphics are inside of.. of the graphical bottom of the sprite? puzzled as it's in isometric so there is no definate "bottom" on a wall since its in an angle. the bottom could be anywhere along the lower end of the sprite..

  • Well not really, it works just fine actually. it's just not.. refined i suppose. i snapped a few pics from the game and code to:

    https://www.dropbox.com/sh/cginlq04h1tu ... wPlca?dl=0

    Setting the inside house theme to a separate layout would be a bit problematic as i would want the game to be a rts type of game, so everything should be still in motion in the world layout even if the player enters a house, enemies can barge in the same house etc..

    The problem can be seen here. I dont know how can i improve the code from here.

    https://dl.dropboxusercontent.com/u/735 ... .52.28.png the player changes on top of the layers or below them where as i would need it to react differently on each wall side. I was thingking maybe if i make the house walls separate groups, like x.left_wall, x.right_wall, y.left_wall, y.right_wall ...maybe that way i could have more control how the walls react to the player ?

  • So i've been trying to crack the secret behind the isometric style games for a bit now and im stuck in a deep bog with this one allthough i've come quite close to getting the next thing to work.

    https://dl.dropboxusercontent.com/u/735 ... etric.capx

    in the capx, you walk around the house, it looks good. you go inside the house, the house walls opacity drops so you can see the player when behind a wall. I've set it up so that the player changes layers after reaching either < or > 250 Y. So that it doesnt look like the player goes through walls. This works ALMOST well, but there is a problem where the players collission point is half way this 250 Y, it goes all wrong... Any advice how to fix this somehow?

  • Phew.. got overly frustrated and gave up on this for awhile and now trying to charge at it once more. Basically nothing has changed since the above post, so im still hoping a helping hand..a big hand.

    Feels like one of those levels of a game where you have to jump over a very long pit falling..falling..falling..falling again..again..again and again and again.. untill on the tenth millionth time, you get the jump just perfect and get over.

  • Bumping this as im not getting anywhere with this.

    Mike mead allready pointed out his solution at

    So i have to implement a Z-order thingamajig to the game it would seem. Thing is, i don't get what the code actually means or what it does, i tried creating the same code on my game, but no supprise it wont do anything. Is there a tutorial or something that would explain how this thing works? Or could someone take my hand and show me like to a two year old how it's done. I feel the answer is right there in front of my face but its in gibberish and i can't make it out :S

  • could someone open this up for me, what does it actually do?

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  • How about something like this? press space to launch, Its just a simple particle effect attached to the missile sprite.

    https://dl.dropboxusercontent.com/u/735 ... aunch.capx