winkr7's Forum Posts

  • Curse of the Azure bonds was one of my favorites. Your work looks very good--keep us posted.

    yours

    winkr7

  • The obstacle maps are based off of square size and buffer size. If you have a unique square size (32x32) vs (30x30) or buffer size (-2 vs -1) for example they will record into a separate maps. Giving the map a different name doesn't make it different.

    yours

    winkr7

  • I laud your efforts in releasing a full template. You should probably put this on the arcade here at scirra with the downloadable code. It might be easier to find. You also might consider writing a tutorial to go with it, since that is sure be found.

    yours

    winkr7

  • I would start on a top-down game, with an up direction. Everything is flat--ie you can't get behind the trees. Once you have a simple one working, put in a few more complex things. If you are new I would start simple and gradually work up.

    Some isometric games are really just flat with 2.5 D graphics and a fixed up direction. There are ways to sort in in the z direction by laying tiles down in y order--you can learn about that later. There are also ways to make blocking terrain partly see through. But to start just do a simple top down game.

    yours

    winkr7

  • If you mean fog by view distance you change the parameters of exponential fog in 3d view of the layer.

    yours

    winkr7

  • Thanks Rojohound.

  • Thanks rojohound, this is a helpful start. But I am using sprites with rotation and stretching at the moment so it is probably beyond what I can do.

    I could assign image points in a grid and use those, they get stretched and rotated with the sprite. If the image point knows something about zElevation, maybe in its name or something.

    yours

    winkr7

  • Hello;

    I have a terrain-like mountain sprite, which is a texture and a mesh with different zElevation values. It looks like a mountain as it should.

    Given an x,y on the layout that overlaps the sprite, what is the zElevation?

    thanks for your time.

    yours

    winkr7

    Tagged:

  • Mouse.x(layer)

    mouse.y(layer)

    Return the position of the mouse cursor in layer co-ordinates, with scrolling, scaling and rotation taken in to account for the given layer. The layer can be identified either by a string of its name or its zero-based index, e.g. Mouse.X("HUD").

    Did you make sure you got the right mouse coords? Are you parralaxing or zooming or scrolling?

    also note my notation for x, y is not the same as yours, your x is my dist, your y is my theta. I made this notation change because x,y is commonly a coordinate and it is consistent with C3 notation.

  • x=yourloc.x+dist*cos(theta) y=yourloc.y+dist*sin(theta)

    dist=2048

    theta=angle(yourloc.x,yourloc.y,mouse.x,mouse.y)

  • I played.

    No heavy metal band is always a good sign.

    yours

    winkr7

  • Its just a quibble point about topology. You are doing fine work. The wrap around in both x and y, where going around and around leads you back to the same spot (but a unique spot--ie not all going through the north pole) is the topology of a doughnut, not a sphere.

    Anyway, I would like to see some rivers as hex sides, or a closest hex function (I don't care about the topology it is fine).

    good work

    yours

    winkr7

    PS

    To make your work more useful you need a family, call it something like--hexPathable. If a sprite is in this family then you can do the calculations. As it is, you are using a single sprite, called unit and referring to things like unit.x. You want to make unit a member of a family and refer to things like hexPathable.x.

    just a suggestion

  • "lvl"&4 is the character string "lvl4". You are doing a size <= type comparison with a character string. While this might work for some character strings it isn't standard practice.

    Since I don't understand this part of your code, I don't feel qualified to answer, but I simply point it out as questionable.

    yours

    winkr7

  • Hello;

    As we know, planets have a spherical shape. You can continuously move in any direction and never reach the edge of map.

    It doesn't matter, but the topology of the map you created with this wrap-around in x and y is a torus, not a sphere. In a sphere if you move north from any point you will come to the same point sooner or later (the north pole). A torus makes for an easier game surface anyway so good choice.

    yours

    winkr7

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  • I think you want to look at effects for this. There are a large number of standard effects you can mix and match to change the whole deck.

    yours

    winkr7