oosyrag's Recent Forum Activity

  • If you use inclusive solid filtering mode on your player sprite on the wall, it will only treat walls as solid, and nothing else. Your player shouldn't need any filtering.

  • What's a double unit?

    If you want to prevent two units spawning on the same side consecutively, just alternate between the lanes instead of choosing left or right randomly.

    In general though, you can record where the last unit spawned in an instance variable. Check against that instance variable to make sure the next unit doesn't spawn there, then update it.

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  • I highly recommend using the timer behavior for cooldowns.

    On space pressed and

    If timer is not running -> do thing, start timer.

    You can also stop/interrupt the timer with another trigger if you want as well.

  • The set solid collision filter is an action associated with the player object, not the door, so picking the door has no effect on this action.

    I don't think this collision filtering is the best fit here. First thing that comes to mind would just be to enable and disable the solid behavior for the door that is being overlapped.

  • Your question is mostly incomprehensible to be, but try taking your two objects and effects and pasting them to a drawing canvas to combine into a single object.

  • I think /n is a newline rather than a trailing space. If it doesn't show up in the array editor, I'd say that's worth a bug report to fix.

  • That's exactly what you want. Imagine each tilemap is a sheet of paper. Transparencies are holes. You'll need 2 sheets of paper if you want to see them through each other, otherwise you'll just be seeing the table.

    You actually don't need layers, you can have both tilemap instances on the same layer. But layers give you some organizational tools.

  • One other way I've used to get the coordinates of a collision for round objects is to cast a los ray on collision, and use the hitx and hity expressions.

    If all you need is side though, helper sprites would probably be best.

  • Dop the dirt is probably supposed to be transparent and show the grass underneath.

    You need to make sure you select the right tilemap instance on the right layer. You can lock the layers you're not working on to avoid accidentally selecting and modify then.

  • This is one of the bigger inherent limitations of html5.

    The workaround is to check time passed on resumed, and catch up the simulation accordingly.

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  • Large commercial games also use scheduled maintenance to deal with these kinds of issues.

    You probably don't have to worry about it though. Games are (down)loaded into local memory when running, so updating the live files won't affect anyone already playing. Unless you have dynamic content.

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oosyrag

Member since 20 Feb, 2013

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