The implementation: moving_background_vari.capx
remember to using the power of 2 for moving speed
shmup showcase: https://dl.dropboxusercontent.com/u/659 ... index.html
Ah I was set the tile based on previous tilemap texture. Just change frame 15 from "concrete_wall" with full black square and other frames (frame 3, 6, 7, 9, 11, 12, 13, 14) with partial black.
Develop games in your browser. Powerful, performant & highly capable.
Make work around tileset for the wall to match the bitwise order and end up with sprite solution. Take longer time when initiate but it works.
Check it: altium_edited
Well I just throw the basic idea how slopes generated so you can work out from there. To make all mechanics work a lot of logic need to be dig more.
Simple enough with 2 events:
https://dl.dropboxusercontent.com/u/659 ... rator.capx
Make moving background images interchangable to make them feel less repetitive .
Sword streak with auto attack: https://www.dropbox.com/s/h0yj1w8v64103tb/saber_range.capx?dl=0
Perhaps this example just give you the idea:
Here I provided the example how to swap block freely:
My example have no plugin whatsoever just using standard C2 feature. Have you check it?
elek
Check following topic to make sprite/tile aware their neighbor/surrounding.
Pinning another instances using family: pin_to_pin.capx
Member since 22 Feb, 2012