oosyrag's Forum Posts

  • Cool, thanks R0J0! I've used a binary sort of approach before but I never knew what it was called or how to explain it coherently. Now I know

    Here is a link I found from another thread -http://www.saltgames.com/article/awareTiles/

  • I think it's the default (randomized) avatar from gravatar. I don't remember actually making one!

  • The key information is for each direction around each road, does it contain a road or not?

    I would use four boolean instance variables on your road sprite: up, down, left, and right. They will be true or false -if there is a road at that position it will be true, otherwise false. You can use 4 overlap at offset events to check each position, and set the variable.

    Once you have that information for each sprite, you'll need to set the correct animation frame based on the instance variables.

    The most straightforward way would be to have a frame for each variation of the curved road or T-intersection, but I'm sure there can be a way to reduce the frames required by rotating the image and using mirror when appropriate.

  • I am not familiar with photon cloud, sorry.

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  • Can you elaborate on 4-directional roads? Are your roads constrained to a grid? How many different types of intersections can you have? Are you using tilemaps or sprites?

    Overlap at offset might be of use. Test each direction for existing roads, and set animation frame with the correct intersection.

    An array storing the data of what is where could also be very useful in a grid based system, or something similar can be done with a tilemap as well.

  • It depends on the image memory available, for example some low end phones might not be able to load it. If you cut it in half it should work fine, and import it as two images

    https://www.scirra.com/blog/112/remembe ... our-memory.

  • Use On collision? Or overlap at offset.

    Or you can change the bounding box of the sprite to be slightly larger than the visible sprite in the image editor.

  • You can adjust the values...

    https://www.dropbox.com/s/olf5wod7tylj4 ... .capx?dl=0

  • Physical keyboards often have a limitation on the amount of certain keys that can or cannot be pressed at the same time.

    http://gaming.stackexchange.com/questio ... on-presses

    https://en.wikipedia.org/wiki/Rollover_(key)

    As for fix... you can test and try for a combination of keys that do work, but there is no guarantee that it will work on another keyboard. As the Wikipedia article mentioned in the game Starcon, there was a system where the game tested for conflicting keys as you configured the controls, but that would be a pain to implement I think...

    You can plug in an extra usb keyboard, that should solve the issue. Or otherwise use separate input types for each player such as mouse or gamepads.

  • The last part of https://www.scirra.com/tutorials/4981/s ... den-player has what you are looking for

  • For a circular path, try the Sine Behavior (two of them, one for horizontal movement, one for vertical)

  • For movement, I think the bullet behavior will cover most your needs in a top down environment.

    Then it just a matter of setting up the logic and conditions for when you want the object to act, and act by changing the direction (angle) and speed of the bullet object.

  • Your question is a little unclear.

    Do you mean with the multiplayer object?

    If the host uses load from URL on a sprite object, he can sync that sprite object to all peers. You can then use the snapshot canvas and invoke a browser object download of CanvasSnapshot.

  • Not familiar with Osmos, but isn't everything that moves in agar.io a player?

    If you're looking for some random movement, you could use the bullet behavior and have a condition every x seconds to set angle to random(360).

    For some AI that heads towards the player when close, you can use the condition that checks distance between player and object, and action that set object angle towards player.

    If you add another condition to check if the player or object is "larger", you can set up the inverse action/angle to run away from the player as well.

  • Cool beans, that will do it. Basically get the tile index of the last tile based on its position, and use that as the upper bound for each loop.