roracle's Forum Posts

  • It does exist, it's a pixel but it's there.

  • Is there any way at all to remove collision polygons from some tiles while retaining it in others? I find it difficult to work with "obstacle" blocks, seeing as it takes forever to draw a map to begin with, much less going tile per tile covering it with the proper collision box. I'm sure it could be easily accomplished by using another tilemap object, making one with and the other without collisions, but it seem inefficient...

    Also I'm sure this has been asked before, but was hoping maybe it was solved by now, or maybe even if there's an update for tilemap object coming soon that would allow for it?

  • That's pretty much how mine's been, too. However, I don't feel inclined to share (I had it up but took it down) because I have a lot of other things I've worked on, and this isn't open source in the least. What I can do is tell you it involves separating each direction into it's own general code blocks, and it uses a lot of sub-events and carefully placed actions (things in the right order as little things like that matter).

    The picture I posted is very long winded and not correct, as it was actually easier than is depicted.

    It's not been easy, but it can be done. What I can say is throwing left and right has to do with bullet gravity, remembering where you threw it from (on Y axis) in a variable, and if it's 32 or 64 below that variable on the Y axis, destroy the object.

  • Hey I figured it out using only the "bullet" behavior. Thanks for the input, it's pretty flawless as it stands now!

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  • Could you give me a capx of an example of such technique? The gravity+bullet, that is? I can imagine it but my mind is so wasted on trying to figure this out all day (yes, all day).

  • Okay, I'll narrow it down:

    This SHOULD work but it is NOT working in ANY way. I know this because the first group "ThrowRight" works perfectly fine, but doing the opposite for "ThrowLeft" doesn't work the way expected. Yes I've originally tried "Self.Y" method on ThrowLeft, did that first, but assumed I'd try something else before I took the screenshot.

  • Okay, I've refined the coding and have a few things a little more streamlined. I have two problems, but the main problem is on LinkLift page where the exact same theory but opposite for left/right is near the bottom (ThrowRight and ThrowLeft groups).

    ThrowRight works properly, but ThrowLeft does not for some unknown reason.

    Here's a CAPX with the latest changes:

    [REMOVED]

    The game starts on the lower left screen, just go up one screen via the ladder/stairs and you will see bushes you can pick up. You CANNOT YET throw up and down, just left and right, where the issue is.

  • I would say the best way would be to destroy the one you picked up, spawn another at the same time with a bullet behavior attached, have that one also with a timer behavior set to a "distance" of whatever time looks right (0.3,0.5, etc) have the angle set the same as player angle. On "distance" timer tag have destroy animation play and destroy pot.

    Yeah, I have him actually picking up the item that is placed:

    The item (in this case a bush) already has a disabled bullet behavior.

    When doing the "pick up" routine, I get the UID of the item, and focus on that, lifting the exact same UID that is on the ground. I replace the ground area with a "respawner" so when you go to the next screen it triggers to replace it.

    The problem I'm mainly having is the throwing part, I cannot seem to "throw" the item in hand. The items have a bullet behavior, and depending on which way the player faces it should throw that direction. I cannot seem to figure out the curve or if even bullet is proper for this action. The bush/pot/etc should not go in a straight line, but curve down, which I've kind of done by compensating for the Y value of it's position, but when I implement the same thing for the other direction it doesn't work properly.

    I'm thinking it might be easier to do a custom movement, but I've never worked with it before.

    I'll be honest here, it's a remake for me, personally, to enjoy. I can PM you a CAPX if you wish, but keep in mind that it's early stages (I just started it less than a week ago).

  • Okay the game is already a little long winded, and it would be hard to isolate for demonstrating the issue I'm having, but I'll try to explain it here:

    I am making a Zelda-style game, and I'm stuck pretty bad on how to throw an item. I've been able to pick up an item, but there's a problem when it comes to throwing said item. Are there any examples anywhere regarding something like this?

    In case anyone doesn't understand, I've recorded a short video of the technique I'm wanting from an actual Zelda game. I accidently go to the map first, but it's the basic "pick up a pot and throw it".

    https://youtu.be/XkB5eGrmjE4

    Thank you in advance!

  • Try using a variable (example, charge set to 1) and "charge>0; key is down; every x seconds" subtract .5 from charge. "key is released; charge=0" fire charged shot (also a charge =/= 0 for normal shots).

  • > but adding some depth to 2D couldn't be that difficult, right?

    >

    Ha, ha, ha, ha hahahaha XD

    Sorry, no, this radically changes everything. People who say "it's just an extra dimension right?!" have no idea what kind of tech goes in to this!

    Well that's fair enough. I think because no one has actually given technical details as to why. I mean, even a "3D object" would be neat to have, but even then there's no telling what the tech difficulties are without knowing how things work internally. (one of the downsides to non-open source software I'd say, not to say it should be oss lol)

  • Ashley:

    People keep dogging the idea of 3D integration. From my point of view, it shouldn't be that much to ask, as many modern "2D" games use 3D models. For example, The Legend of Zelda: A Link Between Worlds is probably the most profound usage of this technique. Things don't have to be "chase cam" style games, but adding some depth to 2D couldn't be that difficult, right?

  • Yep! Here ya go!

    https://dl.dropboxusercontent.com/u/111 ... icloop.png

    It's best to use "is not playing". This with "stop all sounds" or whatever it is in the editor for the starting frame of a new area that requires a new song. This way in case another song is playing and you need to switch to a new song, it will have the "stop all" going before heading into the new song.

  • Use mask types (or invisible collision sprite) as collisions instead of the sprites? thats what Im doing for my project.

    That's what I've been doing, but after 150 plus layouts it gets tedious and there should be some kind of method of specifying a tile or tiles that can be designated as solid or even platform objects. It strikes me knowing what I know that it IS possible, but I lack the general skill to just do it, it would take a month or so of reviewing old code, experimenting, and implementing it without bugs. Surly there is someone here more familiar with the processes involved.

  • If sound or music tag is not playing, play sound.

    Now this is on a sheet called "PalacesSharedSheet" and all the temples and palaces use this particular line of code so no matter what frame you are in, each frame's sheet will call on (via include) PalacesSharedSheet and thus have this music code included.

    In many cases, layouts will need different tweaking, so each layout SHOULD have it's own Event Sheet, but that doesn't mean some things will carry over as common (music, sound effects, player controls, etc). Most of my sheets include "Platform" for character, TownSharedSheet (or Palaces) for similar things in towns (or palaces), and a few others. The layout "TownA1" has a sheet called "TownA1Sheet" and the same for "TownA2" having "TownA2Sheet". Both TownA1Sheet and TownA2Sheet have "TownSharedSheet" with shared things like the character's motions (on his own sheet, included in TownSharedSheet) and music and sound effects.