oosyrag's Forum Posts

  • There are a few ways to do this. You can use the sine behavior for simple back and forth motions.

    Or you can try tween x/y from base to rock. On finished, trigger another tween that goes the other way and repeat.

  • Writing a high quality tutorial would be an excellent way to contribute to the community in a more official manner than a simple project file.

  • I agree with the previous post's suggestion of just making animation frames.

    But here is an over engineered solution for fun - dropbox.com/s/o2hi951wzoquaoe/circularcanvasmask.c3p

    You can turn off the blend mode on the canvas object to see how it renders. You could also probably draw the circle itself with another canvas if you wanted.

  • Add a For Each Soldier in event 5

  • You can also manually invoke downloads of text files via the browser object, formatted as you wish.

  • In your array, you can use a 1 or 0 in each cell to represent if that slot is filled or empty. Check each cell that the item wants to go in and only proceed if all cells are empty.

  • If the size of the inventory is of a reasonable size, I would probably use a brute force guess and check method. Each item of any size should have a "base" tile, for example the top left corner. Then when placing the item in in inventory array, check each additional spot that item requires to fit, and only proceed if all required spots are valid.

    For auto fitting on pickup, you would loop each available slot in the inventory starting with the base tile and checking for validity until it fits or fails.

    Each item should have instance variables to describe it's size either in terms of array positions, or width and height of all items are rectangular.

  • I see. The first thing that comes to mind is simply design your layout with a margin, so your players/cameras can't approach the absolute layout edge, and use your own events to stop them from approaching the layout bounds manually. Basically don't use the bound to layout behavior, make your own.

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  • Its hard to ask advice which engine is the easiest to use/learn, because the easiest one will be the one that makes the most sense to YOU.

    Basically if the way the developers set up an engine is similar to how you would do it yourself, it will be incredibly easy to learn and use for you, but not necessarily for someone else. If a highly trained and experienced software engineer were to use an engine like C3, it might be very slow (relatively) for them to get what they want done! On the other hand, for me the flow of logic and events in C3 behaves very much in line with how I would have expected it to, therefore it was very easy to pick up.

    The best way is to try different engines for yourself and see how far/fast you get with each one. It should be pretty clear after a day or so of experimenting.

  • There are a few ways to keep an object in place relative to the viewport. The example currently sets the canvas position relative to the sprite object.

    You can use the anchor behavior on the canvas, put it on a layer with parallax 0, or set position relative to the system viewport expressions.

  • I assumed from your reply that you were not interested in this method so I didn't revisit it. It was a pretty quick modification though.

    dropbox.com/s/p2ilod6sl892gga/splitscreenexample.c3p

  • Set the offset to either 1/4 or 3/4 of the duration of the sine.

  • Separate your "horizontal" (x,y) movement and your "vertical" (z) position of your sprite. The horizontal position will be a linear tween, while the vertical position will be an additional y offset based on the horizontal position. The vertical motion will start from a velocity of your choosing (delta y, launch speed), which changes by a negative constant every tick (gravity). This should work at any angle/direction you want to go in.

    You can additionally add a size scaling based on your vertical position.

    Edit: I found an old example that had something similar, re-purposed it for this. Can probably be refactored, but you can see the general idea. dropbox.com/s/w2jhdv7oe62gdc4/verticalarc.capx

  • Your best bet is probably to either write to local storage every time you need to make a savable change to data if you're making a stateful game, otherwise just auto save pretty often if you're using the system save action.