dop2000's Recent Forum Activity

  • But since LOS doesn't work, you can't use it. So the next best option is an invisible collision box

  • Every time you load this layout, yes.

    It's hard to tell what could be wrong without seeing your capx file..

  • The code looks ok to me.

    Check that the order of Map_Button instances and elements in the array is the same.

    You can add Browser->Log to these loops to output debug information.

  • 1. You can make a separate sprite for shadow and set it to (character.x, ground.y) on every tick.

    But I don't know what to do if your character is jumping over a box or a gap in the ground.. Maybe use a blend mode, to make the shadow only visible when it's overlapping the floor.

    2. You can do this with Bullet, but I would use MoveTo behavior:

  • So the communication is encrypted.. Then you are probably right, you will need a plugin or JS function that will handle encryption.

  • It's impossible to say without the documentation.

    You might need to install an addon (like this one) to parse JSON strings.

  • Well, try "on collision with water".

    You can use an invisible circle sprite (with round collision polygon) for collision detection and pathfinding.

    And a smaller ant sprite (with very small collision polygon) pinned to it.

    When that circle sprite collides with water - regenerate obstacles, find new path.

    When ant sprite collides with water, kill it.

  • Ants are shuttering, because your algorithm is wrong. Ants detect water, stop, get wet, find new path, start moving, you set wet=0, they detect the same tile with water again, stop.... And this happening many times a second.

    You can try "On collision with water" instead.

    Also, why do you use Terrain array? The tilemap itself is like an array, and there are expressions to convert layout coordinates to tilemap coordinates and vice versa. So I think the array is just making things more complicated.

  • If I remove "No save" behavior from the blood, this bug disappears.

    You can add "On Load complete -> Blood destroy" event, just in case.

    Also, why don't you use Particles? Physics seems like an overkill here for me, particles should be much better for performance.

  • It means active on start of the game, not on start of the layout.

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  • You mean in your project, in editor?

    There is no easy way to do this. Create sprite object, copy all properties manually, change all events one by one, then delete tiled background..

    If you are brave and good with a text editor (like Notepad++), you can unpack c3p file to a folder and modify \eventSheets\*.json files.

  • You don't have any other solid objects, so the line of sight from an ant to water can't be blocked by any other object, is this correct?

    In this case you don't need LOS behavior, you can simply check if there is a water tile close to the ant.

    Use Water.PositionToTileX(ant.x), Water.PositionToTileY(ant.y) to get the tile the ant is on, and then check tiles around it.

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dop2000

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