Arcticus's Recent Forum Activity

  • I posted a similar thing a long time ago and people dogged it

    wah

    Ah well, I probably didn't do it as good as linkman does things

  • You could probably do this with just a variable for each object affected and use custom movements

    eg: (semi-pseudocode)

    Set .X to .X + ((sin(PlayerAngle) * MovementOffset) * timedelta) * CustomTimeVariable

    Set .Y to .Y + ((cos(PlayerAngle) * MovementOffset) * timedelta) * CustomTimeVariable

    ..or something like that, I haven't actually coded in a long time

    CustomTimeVariable would obviously be a value similar to timescale, 1 would be normal speed, 0.5 would be half speed, 2 is double etc

    However this is all theoretical and I've never tried it, but if I did, that is where I would start

    Or if that doesn't work, maybe:

    Set .X to .X + (sin(PlayerAngle) * (MovementOffset * CustomTimeVariable)) * timedelta

    That might work better, but I'm actually really crap at maths so I could be wrong with all those brackets :S

    The point is, use a custom variable instead of timescale and see the results

    Anyway good luck

  • The tileset editor IS the animation frames import screen

    Just set the tile Width and Height and click the cut into tiles box

    bingo tiles

  • I'M PRETTY SURE I FINALLY SOLVED IT!!!

    or at least come up with something that works ok.

    edit: Upon further testing it would seem that I haven't solved it

  • I'm Julian, I'm 25 and my first computer was one of those old Apple IIc's, I made like one game on that then I upgraded to IBM. Grew up with games like Star Control II, UFO Enemy Unknown, Master of Orion, Serfcity (Settlers 1), Dark Legions etc

    I used to LOVE my old sega master system 2, sega megadrive II (Genesis) and I'm a bit of a Sonic fanboy (although they've mutilated the whole Sonic scene these days)

    I made tons of stuff on TGF and a couple of things on MMF but I found all my projects just ended up too steppy due to software rendering

    I also heard about Construct in a TDC gripe thread, tried it out and achieved more in construct in a few minutes than i ever could with TGF + MMF!

    I'm primarily a musician but I used to do a bit of 3D design but I'm quite rusty at it these days but I'm really getting back into the whole game making thing

    (I recently bought quadraSID so i can't WAIT to start cranking out the oldschool sounding tunes!)

    Never actually made a complete game haha

    Well that's my story

  • I'm not entirely sure what you mean but if it's for a game with the same perspective like diablo but with NO third axis of movement (jumping) i find something like this usually works

    For each (object that needs to be sorted, best to use a family) ordered by Familynamehere.Y - ascending

    • send to front

    Hope that's understandable

  • That sounds like an interesting way of doing it.

    I still would like my way though, that could give some games the option of user created levels without filling the directory with easily edited inis etc and you would also have all the other standard ini file interactions without the external files

    Or is there some sort of encryption?

    anyway it was just a thought i had that i like

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  • Is it/would it be possible to have an ini file that you can read and write stuff to as usual but that is stored inside the exe?

    I don't know how necessary it would be or if it's already possible but i think it would be a cool idea for like level editors and stuff where you could store all your levels in INTERNAL ini's so people don't go around editing things like save files and levels etc?

  • Has NOBODY seen the tileset import options in the import screen!?

    I use it quite often for mucking around with RPG maker tiles

  • Thanks for before I don't expect you to go nuts on it lol

    It IS bloody hard, I just figured now we have a bunch more people on construct, there might be someone with some more insight into this sort of thing.

    Terribly frustrating i know!

    Anyways, everyone, download my link up top and mess around with the Z sorting formula and see if you can fix it!

  • Sorry to shamelessly bump this up again, but I REALLY need some help with this problem

  • i currently have one with 64 directions but i do believe that is a little excessive

    but even with something like 16 which is what i'll probably end up using, it still would be a lot easier with the suggested method.

    for anything isometric, simply rotating the sprite isn't really going to work well and if construct does get to the point where it can do iso games well, i can see this being a very useful feature

    Edit: for the record, i'm rendering my sprites. not a huge fan of rips

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Arcticus

Member since 23 Nov, 2007

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