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  • Maybe something like this?

    Capx

  • 1) To stop the Slime from listening to the players controls, switch defaults controls to "No" in the behaviour Properties, Now it will only move when you simulate those inputs with events.

    2) I don't think Platform behaviour is a good choice for movement of the fish, it's falling down because platform behaviour falls down until it it on a solid surface. A better choice for the fish would probably be to create some horizontal movement with events and add sine movement behaviour, or 2 sine movements.

    3. Every sprite( and every animation frame) has a collision polygon attached to it, you can see them and edit them in the sprite editor. Right now, all of your terrain sprites have a square on them, to change it, open the sprite in the editor and click on the tool/mode at the very bottom of the left toolbar( looks like a deflated, steampunk pacman ) now you can see, add, and move those points around until it lines up with the image

  • hmmm

    I'm not well versed in this space yet, but I can tell you what I would try.

    I'd make 3 sprites one for each side and the face of the building. For each of the sides I would put their origin point right along the edge that connects to the face. Then create an event that would scale the width of those 2 sprites according to difference in x position of building and player, either in every tick, or only when player moves along X.

  • To be clear, I'm using Christina's file because I'm already doing more to canvas positioning to have it follow my character etc. So that one is just a cleaner example.

    But I still need an oversized space to make it work.

  • alrighty, it's over here:

  • I'm using christina's 'Planometric to Isometric' technique as outlined in https://www.scirra.com/forum/can-we-stretch-a-layer-isometric-3d-engine_t129932

    and I'm struggling to trim the excess window space or zoom in, I think I just don't understand the canvas object well enough yet to know how to do it within this structure.

    Christina's Example:

    https://dl.dropboxusercontent.com/u/28087823/Construct%20Examples/isometric%20from%20planometric/pacman2.capx

    (uses canvas plugin)

    Which builds as:

    But I'm trying to get to a result like this:

    One way can see doing it is bringing in a third canvas for the zoom, but that feels excessively heavy when we already have 2 going(not to mention that would break all the art in fuzzies or jaggies).

  • Thank you so much for this thread, exactly what I looking for today!

    Additional question:

    How do I then trim off the excess black area?

    I'm using this "planometric to fake isometric" technique, and I've added offsets to the canvas positioning to mimic 'system-Scrollto-player' so my maze appears to be moving around my character. I'd like to zoom in or trim the excess screenspace but I don't understand the canvas object well enough to know if I can do this within the structure as it is now.

    The only thing I can think of is using the techniques in pacman demos to create a third canvas that is "zoomed in" which seems wastefully wrong?

    if I should rather submit this as a fresh "how do I.." topic, let me know and I'll move it.

  • Being able to use families would be really useful here, then you could just add all the objects that would need sorting to a family and use a single event or pair of events.

    I'm not really sure what would be a good way to approach it without that. I'm just coming up with terribly tedious solutions, like storing the objects grouped by y position and updating the sorting on players vertical movement.

    I think moving the player rather than the object could yield better results because you could avoid props potentially snapping through each other. but that's a minor sidenote

  • Hi!

    I'm Dorianne, I live in South Africa and I'm a production artist for video games in my day job. My most recent release was Broforce.

    On the side I'm learning more about other aspects of game making (structure, design etc) and I've found construct to be quite useful in that I can play with those areas despite being quite a weak programmer.

    I tend to try and ignore art when I'm making games because it will distract me too much. So I'm apolagising in advance for adding ugly things to thing community

  • BigFranks suggestion is probably right if it it seems bolder, If you're not certain whether multiple instances are being created, you can see how many instances exist in debug.

    unless you mean something else by "getting fatter" like the spacing getting wider?

  • if you had just searched just this board with the phrase "match 3" there are dozen people already answering and the second result offers a working file example.

    So what specifically is the problem you're having?

    EDIT: Sorry, I'm grumpy pre coffee.

    This tutorial should get you most of the way to where you need to be:

    https://www.scirra.com/tutorials/5000/r ... -detection

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  • that's working, Thanks!

    Unfortunately this logic is above my level tho :/

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