aridale's Recent Forum Activity

  • yeah make the images face to the right and then theyll face the origin line when imported.

  • soooooo you wanna draw a line between 2 points and those points are click start and click end?

    Im not entirely sure but I think you need a plugin for the line drawing but to get the points to draw the line between youd get the mouse x and y when you first click it. Thats the first point. Then the x and y again when you let go of the button. Thats the second point.

    You might be able to make a 1x1 pixel sprite of some color and stretch and rotate that sprite between the points to make a line I dont really know tho.

    As for the collision with walls make it so the points cant be generated if the mouse is over the walls

  • the plain and simple fact of it is piracy isnt goin anywhere. If ppl can get somethin for free then lots of ppl WILL just cause they can. Just like has been mentioned most of the ppl that will pirate a game have no intention of ever payin for it to begin with so you didnt lose any money from them.

    The main thing to focus on if you wanna make money in any aspect not just games is

    • Produce quality products
    • Provide fantastic custom service and clear ways to reach that service
    • Make your products accessible. Dont bog em down with stuff they dont need like DRM.

    If someones gonna buy your game theyre gonna buy it. You dont really have to sell gamers on games. Provide a quality game and if its worth buyin ppl will.

    None of us here are gonna get rich or become the next Zynga because of 1 game regardless of the options to monetize it so dont put so much thought into it. Focus on makin a great game first then think about how your gonna make money off it

  • or families?

  • cool depending on theme Im prolly gonna give this one a shot

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  • yeah I noticed this too in my first project. I found out the only way to get rid of it was point sampling or adding transparent pixels like mentioned above. That was in r85

  • I dont understand why youd want to move between layers at all. If a layer is over the main play layer then that layer should be considered to be a "not much of anything is higher into the 'sky' than this" the exception being sky/clouds etc.

    That means under pretty much every thinkable circumstance the player should always be under it, thus its on another layer.

    Same for the ground layers. The player will most likely never be below that layer so consider it that way all the time.

    Its like this:

    ------ arbitrary number of sky layers for fancy foreground effects

    ------ Top layer 1

    ------ Top layer 2

    ------ Player layer

    ------ Bottom layer 1

    ------ Bottom layer 2

    Everything in the top layers is always above the player. You dont really need 2 of em but you might have a use for 2 its possible. Those layers consist of ONLY objects the player should ALWAYS be under or behind like bridges or the high part of a wall section you dont collide with.

    The bottom layers (again you might not really need 2) is for things the player should ALWAYS be on top of, ground dirt roads etc.

    The middle Player layer is where anythin the player can overlap should be and thats the only layer your z-sorting should be needed on.

    The only time the player should change layers is for things like a bridge you can walk under and across. But that kinda complicated topdown collision doesnt have anythin to do with this

  • Yanns right instance vars are the way to go. You dont really have to make a bunch of global objects tho (unless you just need to) you can make 1 or 2 global objects that are solely for handling the task of data storage between layouts then relate whatever needed data to the new instances of the objects they belong to.

    Ive used this approach for years and ended up callin em Controller Objects

  • I look at groups sorta like functions/methods. I group events in there that would all make sense if run/used at the same time over and over.

    it helps keep things organized and stop you from repeating the same events in multiple places.

    My only issue is with the drag and drop arranging of events its a lil touchy sometimes especially when tryin to put events "over" other events. Like dragging a lower event up to a higher place. It wants to subevent the one above where Im actually tryin to put it instead of puttin it between it and one below it.

  • I think itd be great if we had a way to export event sheets so say if we wanted to save our player event sheet and use it in another project we could just export it then import it into our other project

  • the most important thing with this kind of issue is collision. The size and origin of your collisions make all the difference with this effect.

    With the zelda example you have to be aware that not ALL of link overlaps what hes "in front" of just part of him. That parts determined by how his collision is set up and where his origin is.

    Beyond that the only thing you do is make sure things higher up on the screen are at the bottom of the z order than the things lower on the screen.

    You dont even really need this effect depending on collision size to sprite size. It can be accomplished purely with layers.

    Look at the nes/snes final fantasy games as an example. All the characters fit in 1 "square" of the maps. They collide with things but can also go behind things. The parts they can go behind are on a layer above them. The things they collide with are on the same layer as them

  • compare the location of the moving object to the location of the click.

    object.x < click.x = to the left it should face right.

    object.y < click.y = to the top it should face down.

    etc. then play the right animation

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aridale

Member since 7 Dec, 2011

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