Juicy's Recent Forum Activity

  • Well not really, it works just fine actually. it's just not.. refined i suppose. i snapped a few pics from the game and code to:

    https://www.dropbox.com/sh/cginlq04h1tu ... wPlca?dl=0

    Setting the inside house theme to a separate layout would be a bit problematic as i would want the game to be a rts type of game, so everything should be still in motion in the world layout even if the player enters a house, enemies can barge in the same house etc..

    The problem can be seen here. I dont know how can i improve the code from here.

    https://dl.dropboxusercontent.com/u/735 ... .52.28.png the player changes on top of the layers or below them where as i would need it to react differently on each wall side. I was thingking maybe if i make the house walls separate groups, like x.left_wall, x.right_wall, y.left_wall, y.right_wall ...maybe that way i could have more control how the walls react to the player ?

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  • So i've been trying to crack the secret behind the isometric style games for a bit now and im stuck in a deep bog with this one allthough i've come quite close to getting the next thing to work.

    https://dl.dropboxusercontent.com/u/735 ... etric.capx

    in the capx, you walk around the house, it looks good. you go inside the house, the house walls opacity drops so you can see the player when behind a wall. I've set it up so that the player changes layers after reaching either < or > 250 Y. So that it doesnt look like the player goes through walls. This works ALMOST well, but there is a problem where the players collission point is half way this 250 Y, it goes all wrong... Any advice how to fix this somehow?

  • Phew.. got overly frustrated and gave up on this for awhile and now trying to charge at it once more. Basically nothing has changed since the above post, so im still hoping a helping hand..a big hand.

    Feels like one of those levels of a game where you have to jump over a very long pit falling..falling..falling..falling again..again..again and again and again.. untill on the tenth millionth time, you get the jump just perfect and get over.

  • Bumping this as im not getting anywhere with this.

    Mike mead allready pointed out his solution at

    So i have to implement a Z-order thingamajig to the game it would seem. Thing is, i don't get what the code actually means or what it does, i tried creating the same code on my game, but no supprise it wont do anything. Is there a tutorial or something that would explain how this thing works? Or could someone take my hand and show me like to a two year old how it's done. I feel the answer is right there in front of my face but its in gibberish and i can't make it out :S

  • could someone open this up for me, what does it actually do?

  • How about something like this? press space to launch, Its just a simple particle effect attached to the missile sprite.

    https://dl.dropboxusercontent.com/u/735 ... aunch.capx

  • Okay, my way does not seem to work that well in the long run. As i'm waiting for help on the code to get this to work, another question in my mind is how would i go on about doin a second floor? i was thinking something like the player should press T or whatever to use the stairs and that would enable a closed space where the rooms floor tiles are at and revealing the hidden objects into view. Would something like that work or is there another way of doing it in your minds ?

    Also, i must sound like a broken record, but if someone knows a capx file thats similar,would love to see how its actually done by others. I feel like im battling towering walls here...

  • Crap.. don't get it, i got the code done now, but it does really nothing to my map.. Could you open up a bit what the code actually does. i'm having a hard time understanding it. Or maybe drop a tiny demo file so i could understand it better. Does it matter if i have a dozen different layers on the map?`Im guessing the player object doesn't have to be in the family objects?

    edit: https://dl.dropboxusercontent.com/u/735 ... test2.capx

    uh, i got a sort of a different approach on the matter but im not at all confident this is a good way to go. Anyway it works kinda.. opinions?

  • Big thanks, i didn't really get it to work on my project yet, but i'm sure i'll figure it out eventually

  • Thanks man, could you explain a bit how did you get that code done? I can't seem to find a way to create such snippet :/

    a demo capx file would be grand.

  • the forum search option might be useful. My topic comes up right next after yours as i just asked about this a few days earlier.

  • Bumping this a bit since my question is related to the same level desing.

    I've gotten a small test map done and started to ponder how am i going to get my player to go inside a building and climb some stairs to another floor. The collissions seem a bit problematic. Could i set i somehow so that say if i walk stairs up, the program would shut down the collissions that were on before and activating the ones in the current floor? and perhaps i could get the player to bump with the wall only if the players and walls collission polygons meet?

    Dont really know how to proceed from here :S

    https://dl.dropboxusercontent.com/u/735 ... ctest.capx

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Juicy

Member since 24 Jan, 2015

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