Katala's Forum Posts

  • trigger once set position to image point, pin to Sprite or just set position to image point every tick.

    I'm not sure if there is any difference performance wise.

  • If you can but them all in to family like ZOrder for instance and run loop for each ZOrder order by ZOrder.Y ascending and move to top of layer. Also move the origin point to lower part of the Sprites. If you have a lot of objects take into account only objects that are on the screen and maybe you don't necessarily need to sort them every tick.

  • GameThirsty

    These tutorials might help a bit

    https://www.scirra.com/tutorials/1169/basic-isometric-projection

    https://www.scirra.com/tutorials/1196/simple-tile-based-lighting

    Walls are a bit of a pain when I use line of sight and it cannot detect the origin point of the solids.

    Only third party stuff I use for this is RGBrighter effect. Maybe later I check if some plugins could be used to streamline something.

    I'm not very technical person and I had quite a few attempts before this.

  • [quote:1xdelmz0]Is there a way to disable a button when another button is pressed?

    You don't disable buttons or input in general. You should make more conditions instead.

    The most sincere advice I can give is that you get more familiar with construct first before asking everything in the forums. It just takes everyone's time. Including your own. Check some stuff from the manual that you are unfamiliar with. Also some tutorials, there is beginner stuff in youtube and use the search function in the forums. You would be amazed what you can do with a simple variable

  • Press Here

  • I also get the same on Win7 Ultimate SP1 and GTX 560 Ti TOP. Desktop resolution is 1680x1050 if that makes any difference.

    However if I change Letterbox scale to Letterbox integer scale or Fullscreen scaling to low or Downscaling to medium the problem disappears.

  • [quote:aeqts2ir]"Solids or any particular object" is overlapping "Particles"...."Particles" Destroy

    That will destroy the whole particles object. I assume the goal was to destroy the individual particle one by one when hit and i'm pretty sure that isn't possible without using Sprites.

  • If it is a problem you should make your own particle system using Sprites.

  • Change the Sine Movement to Value only. Also make sure your origin point is on the roots.

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  • [quote:15e9geye]Edit:

    Another way that might work, could be if you could create obstacle maps kind of like you would a layer. So as you add them you would be able to choose which obstacle map an object would use in the properties panel just like with layers. And maybe be able to switch them around during runtime and so on. But don't know If that would cause memory problems as well.

    I think this should be enough. For instance on isometric game where you would have multiple floors kind of like old X-Com games. When changing floor you could switch obstacle map to "Floor2" and maybe for add obstacle you would have new setting for what obstacle map you would like to add that.

    Would it still be too much if instead of using own map for every instance you would use predefined amount? For instance on this RTS example there would be 2 (air units probably don't need one), on old X-com there is 4 and on X-Com: Apocalypse there is 9 etc.

  • What kind of setup do you have? Do you need just window size effect? You can always set things up manually.

  • Search found 1168 matches: inventory

    Search results from Tutorials https://www.scirra.com/tutorials/search?q=inventoty

  • It can export JSON and XML so maybe if you have all your images inside your project and read only the position data either of those files. You would probably need to parse the files and make your own animation setup to position images inside C2 however.

    I would like to see other export options on Spriter as well. It would provide a bit more control over the animations inside C2.

  • Simple Sine example.

  • Could be good to make a bug report before next stable release.