Culi4's Recent Forum Activity

  • Thanks a lot, that's what I needed. Additionally, you showed me an example with a "custom" action.

  • Unfortunately, no, it's not, I need to delete all the cubes that are in the gap between the bottom cube (with animation 4) and the top cube (with animation 5)

  • Hello, maybe someone knows how I can do the following behavior.:

    I have cubes falling when a cube touches the "bottom", and the next one above it touches it and they have the same frame/variable, they are removed (this is implemented), but here's how to make one cube (as an example, with animation frame 4) touch the "bottom", it stands from 1 to ... cubes with different animations/frames (from 0 to 3, but not 4 or 5)/ variable, and at the very top of this pyramid there is a cube with frame 5, and when this happens, all cubes are removed, from the topmost to the cube with frame 4. I hope the source code and the picture will help you understand that I I want to do)

    https://www.dropbox.com/scl/fi/inr2tw0b65o0ih1owxfoe/test.c3p?rlkey=p00izseho3vwej9ttl54emtr5&st=ath0g19j&dl=0

  • If it were seen from above the 8 directions behavior would make more sense, but from the example it looks more like a platformer seen from the side

    Yes, this is a top view.

  • So it is like trap door? The turn based on torsion & center mass shifting correct?

    Something like that. I use the player's "cell movement" behavior, and when I touch a piece, it's like I'm pushing it, and it turns 90 degrees

  • You can define an image point (or set origin point) on the shape sprite at the yellow dot:

    And then compare two angles: player movement angle, and the angle between the player and the yellow dot.

    If angle1=angle2, then rotation is not required.

    If angle2 is clockwise from angle1, rotate 90 degrees.

    If angle2 is counterclockwise from angle1, rotate 90 degrees.

    .

    You can add another condition "the difference is over 5 degrees", to avoid rounding errors.

    Thanks for the answer, I kind of understood your idea, but I didn't understand at all how to implement it. If you have the opportunity to make a small source code, I would be very grateful.

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  • On the one hand, the question is simple, but on the other, it is not. How do I make the platform move around its axis? The game is viewed from above, the player can move through the cells in 4 directions, therefore, when he rests against an L-shaped platform, it must rotate 90 degrees. At the same time, it should not turn if the player rests on certain sides. I hope I was able to explain what I want to do, here is a picture for clarity :)

  • Hello everyone! I am making a game in which the player will be pursued by an enemy (one or two). If we are talking only about movement to the right/left - everything is simple and it is implemented, but how to make movement up and down? The game is 2D side view. The enemy needs to jump and jump off. I am trying many options, but I cannot achieve stable enemy operation. The environment is made of tiles.

    as an example of enemy behavior - the game Nuts and Milk

  • Sorry, I forgot to remove a local variable that is not needed, as originally I was gonna put everything under "on Tile clicked" by using Local Variables but after I switched to functions and I forgot to remove that variable.

    I updated my last link.

    Thank you, you've done a lot for me.

  • Yes, thank you very much, this is exactly what I needed! +100 to karma ))

  • I hope it doesn't bother you too much)

  • Yes, it's not such an easy task (to count the light, I made a variable for the family and if the light intersects with each other, but there are no lanterns, but the removal is simple, but if the light falls on someone else's lantern, that's the whole problem

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Culi4

Member since 18 Apr, 2023

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