winkr7's Forum Posts

  • I have lots of layers. I never make the tile itself not passable, I have a tile for not passable water, one for not passable solid, etc. There is a tile map that is just various states of not passable--or extra fast like movement on a flat road. The tiles themselves are just for show and don't have properties. That layer could just as well be a big image.

    Things like flamable, cold, etc are properties on yet another tile sheet layer.

    yours

    winkr7

  • You probably want to use impulse not force.

    yours

    winkr7

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  • This is the best for building any 2d app. But I am a construct 3 fan boy. Do a search on constrct3 metronome. Other people have worked on this from time to time.

    good luck

    yours

    winkr7

  • I am sure Construct 3 can do it, but it is probably more work than you might guess, getting the music to scroll by and changing 1/4 notes to eighth notes. I would start with just the basic metronome and see if you can get that to work. Set to different tics per minute etc.

    yours

    winkr7

  • you mean like tic tok .. tic tok ... tic tok?

  • From time to time I see distortions in sprites at the edge of the view with the spherical effect. It steps through one of the animation frames and does something odd on that frame. So you are not alone.

    yours

    winkr7

  • The stone soup tile set is CC0

    opengameart.org/content/dungeon-crawl-32x32-tiles

    It is a particular style, but there is lots of it (5000 tiles)

    I use aseprite to subset it.

    yours

    winkr7

  • Right, and tween doesn't have this problem.

  • You probably want to use tween not fade. Fade is a subset of tween and is still in for backward compat.

  • Put some road markers in with int 1 2 3 as sprite variables increasing clockwise. Use get nearest every second. If the sprite value doesn't increase you are going the wrong way.

    K

  • Go back to a saved previous version when your player sprite was working. Then just add the second layout to the event sheet without making any other changes. See if your player sprite still works. Only change things one step at a time and see where it quits working. That will show you which step has the problem. Make no assumptions.

    yours

    winkr7

  • I'm asking the more experienced users: Have any of you faced this before?

    No I haven't experienced this.

    yours

    winkr7

  • Try setting cell boarder to different values. It gives you a buffer around corners and the like. If what you are trying to move is bigger than the basic cell size then it may have a hard time squeezing past things. A big cell size and small moving sprite size is less likely to get stuck on corners.

    yours

    winkr7

  • This is just a suggestion, there are probably better ways to do it but.

    Each layout gets an event sheet specific to it, to set the bigger far distance that that event sheet that goes with the layout. You can put it in as a variable in a group and have anything that needs it in that group.

    This is confusing and you are probably better off writing a single function--function.getFarDistance(layoutName). Then have it return a value depending on layoutName.

    yours

    winkr7

  • Try

    A overlapping B

    A.pickedCount>1 then destroy B

    You want to count how many of A overlap B.

    yours

    Winkr7