RookieDev's Recent Forum Activity

  • There was a forum post about this not too long ago. If I remember where, I will post it.

    If your grid area is going to be that small, I would be lazy and just make invisible sprites, and when you click on it, have it spawn the block :). Invisible sprites still register collisions, like touches and clicks.

    My math isn't great either, I'll see if I can find that post.

    Awesome i hope you find that post,I would love to learn what im doing wrong.I also think you are right when it comes to using individual sprites,I started to do that at first and then got confused when it came to connecting them together around my player so i found a different route.

    Im actually curious ArcadEd on how to make all of my single sprites snap to the grid and also have them follow/pinned to my players mask.

    Thats where i got confused,and someone from the forums said to use a tiled backround but i shortly found out that there is not collision detection.

    So i have been doing alot of this for nothing and its alittle depressing but hey thats Game Dev.I hope you find something tho because i came up short when seraching for Grid Based Topics

  • sqiddster Im sure it wouldnt be out to the public for a long time.But people can dream and it does sound like an awesome idea.Nothing is impossible for scirra with the talent they have/I do understand your post,It will take alot of time but it would definitly be worthwhile.

  • ArcadEd My imagepoint is in the bottom corner,and i also have an image point that is in the middle of my block sprite.

    Im actually pretty bad with math,I can almost see in your text that its my fault but i actually just learned about "round" yesterday

    I guess my question is,If my touch position could always be different how do i make it so the block always fills the grid in a snapping fashion.

    I would rather get help than leave it messed up,I have tried a good many of number combinations but like you said my math is obvious and it is horrible.

    Thank you ArcadEd

  • That seemed to work for my grid but it also made my block creation offset.

    I put my game demo in the capX for whoever knows about this to check out.

    Im not sure if it is something in the expression or just a bug.

    In pretty sure its my end,I just want my tiles to be created where they are supposed to be and thats within the grid.

    Koolville Demo *Link Updated*

    This happens On Touched Grid

           

           Create Tile At

            round((Touch.X-16)/32)*32

            round((Touch.Y-16)/32)*32

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  • Yeah That makes more sense to me ArcadEd

    So i can replace Mask.X with Mask.ImagepointX(1) and be ok in this action right?

    Also thanks for another tip

  • I have this action and im trying to make my grid stick to my Masks Image Point 1 but i do not know how to call for it,at the same time keeping everything that im trying to do.

    Here is the action i need to have call for ImagePoint1

    Instead of just my default X and Y i want to set it to my custom point selected.Is there a way?

    round((Mask.X-TilesGrid.Width/2+16)/32)*32

    round((Mask.Y)/32)*32-64

  • Awesome!! I was just searching for someone to handle sounds for this project.

    I Am actually making a sandbox game like Terraria but similar to Growtopia in scale.

    I was wondering how much you charge for Backround music similar to Terraria.

    Do you charge by the track? or by soundtracks?

    Also how much do you charge for soundeffects for simple things like Player Death and Mob Sounds?

  • Guizmus i sent my capX to your PM Box to check out

  • Guizmus This is insane! I had everything setup exactly the same the only difference i had was i was adding some numbers in the expression that shouldnt of been there.Your capX is flawless,I apollogize for not sending my capX file but it did seem like we was able to talk our way around things until i got some numbers mixed up.This is solved thanks to you G-Man i also want to thank you for showing me a different way of rounding <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I am still having issues when my player is on the ground,The tiled grid is not matching up with the blocks i snapped to the grid in my layout,Does anyone else have any clues on how to make this accurate?

    I can see that it is offsetting and i dont know why,When it should be behind my player and snapping to the grid as i walk in an acurate fashion.

    I think i just found out that I cant detect offsetting on a tiled backround! That really sucks i guess i will be going back to using single sprites for this grid.

  • Guizmus I had it set as a condition that ran every tick but the platformer movement sounds alot more optimized and actually sounds a hell of alot better.

    I didnt think to make a tiled backround for the grid because i thought that it would register it as only one sprite and not a grid

    I stand corrected,and you are helping alot,I get alot more from the forums than tutorials,I like to be social and hands on thats the best way to learn.Thanks For all of your input and your help so far

  • I want to See Scirra Make The First DRAG AND DROP 3D ENGINE!!

    I will pay to see this guys!! I know its Possible And if they did this it would be Incredible!

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RookieDev

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