lionz's Recent Forum Activity

  • Yeah similar thing, the important factor is it's only possible to move to one of the 8 squares surrounding you, that's what I wanted to confirm. There's a few ways to do it I guess but I setup this kind of detection for when I had to stamp down rides in a roller coaster tycoon type thing. I had the centre object have a square attached that is slightly bigger than the square it is on. This then overlaps the 8 surrounding squares slightly. Then you put in events to say that the squares it is overlapping are 'clickable', you could change the opacity of the clickable squares for debug purposes to see what is clickable. Then you have a check for when clickable square is clicked, move player to here. That should just work. You'd obviously have to put in some checks so that the middle square cannot be accepted too and fix some other minor bugs around it during gameplay.

  • if it's player health then use a global variable, that way it is just consistent across the game. If it's any other health such as enemy HP then you're unlikely to need it between layouts.

  • What do you mean, so you are in the middle of a 3x3 grid and you can only move to one of the 8 squares around you at a time and to do this you click on it then you move to that square?

  • You can use image points for this but the origin image point which comes with the original object is in the centre, so it should be in the centre already when you set the position to the square?

  • event 37 should be obj_floor1 instead of obj_floor2

  • Whichever layer is global, you just add it to each layout you want it to appear in.

  • Probably use line of sight to detect if player is in range of enemy. Then they seem to move when you move so have so have them move towards the player by a certain number of pixels on player movement. You'll need loads of detection though for what spaces are free on the level to move to, you could have a detection sprite around each charac to check for overlaps with walls and then pick a free square to move to each time. The enemies move in exactly the same way as the player right? So once you have the player moving as you want, it would just be the same movement. Also check for if player is colliding with enemy then once this happens you can enable the sub-battle system.

  • Very nice. ALIENSWEEP was fun

  • On the linked project, the global layer is UI, not ItemStore. Make the ItemStore layer Global.

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  • If you're using my method then the object will face a certain angle and the animation will just switch with that angle change. Sounds like a specific logic problem so you'd have to share events or capx for someone to take a look.

  • Looks like the angle of the boss is set to 270 (or -90) for some reason. You'll have to check your logic for that.

  • This is what you are after in its basic form right? https://dl.dropboxusercontent.com/u/495 ... ollow.capx

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lionz

Member since 5 Aug, 2013

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