MVG's Recent Forum Activity

  • It looks like you got it working. So far so good.

    What elements of the isometric game logic gave you the most trouble?

  • I see.

    The main points are:

    1. Horizontal, vertical, and 45 degree angle transitions (for which you need two tiles for each 45 degree angle, since they have to cross the boundary in the middle)

    Like this:

    _________.__

    |____ |____ |

    |__.__|____ |

    (if that shows up right). Your angle goes from one period to the other (the bottom center of the left tile to the top center of the right tile).

    You have four sets like that, and then your normal horizontal and vertical tiles. 12 tiles total for the transitions.

    2. Make the tiles small. The smaller they are, the smoother your curves by mixing different kinds of edges.

    3. Make the transitions as chaotic as possible (lots of grass or dirt "noise" overlapping the transition), which hides the fact that you only have straight and 45 degree angles.

    4. Mix and match random alt-tiles in order to hide the repetition in the chaotic tiles.

  • Good luck! Let me know if you decide to do it procedurally, and need help with the map generation logic. It is much easier just to program the game to plop the tiles itself when you have complicated transitions rather than doing it manually. Unless you just have one map.

  • JamesXXXYZ

    Sorry, I don't have C2 installed on this computer (on laptop), so I can't check it right now.

    But basically:

    Set Xold to X

    Set X to Playertopdown.X

    Set Yold to Y

    Set Y to Playertopdown.Y

    Now you just need to compare the coordinates, (Xold,Yold) and (X,Y) to get the angle.

  • I see the red circles, but I don't see anything under the red circles.

    If you just mean the darker color (which is around all floating objects and not just circled areas) I see that.

    We need to know a few things to see what's going on.

    What do the sprites look like by themselves? Is this effect in the sprite? Or how are you creating the effect now?

  • Most cases of programming teaching for young kids I've seen have been gamified, like programming robots to do things using basic logic in a game. Maybe you can get started with some of those games, and then move on to construct once the basic concepts and logic are there?

    Just an idea.

  • Cute Yetti, did you draw it?

    Have you made any large graphics sets before? If you can show a portfolio with examples of larger projects that will help a lot. Some devs may be a little gun shy on partnering, because most people don't have experience with large projects like this and may not be able to see it through, so examples of past work will help.

    That said, this is Construct! It's really easy to use. Have you downloaded it and given it a try yet?

  • I can't tell what you're marking. Can you clarify in text what the problem is that we should be looking for?

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  • The best way is to use a tile map. To make the curves easier, you'll just have to use pretty small tiles, and take care that they line up correctly.

    These kinds of maps are difficult to build by hand, but you can make a system to build them programmatically, which will fill in all of the transitions for you.

    A few tricks, and you can easily solve the issues you mention.

  • bladedpenguin is correct. If it moves infinitely, it needs to be tileable in that direction.

    If you want a very smooth animation, you'll need to cut off one pixel at a time.

    You can do this with a single link (a small image) and then repeat the same image across the screen. Much less work than dealing with a large image, if that's what you've been doing.

  • Without some special setup (making your computer act as a local server), you can't do that so easily. You need to upload your project somewhere, to a server with the right requirements.

    If you've made a game to test, the easiest way to do that (and get the most feedback) is probably to upload to the Scirra arcade.

  • rexrainbow

    Yes, that looks a lot better! Great to be able to give people a choice on path behavior like you have. Excellent work.

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MVG

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