gordgames's Recent Forum Activity

  • Hi all,

    I have a player ship with 4 armour locations, front, rear, left, right.

    I'm trying to determine the angle a bullet hits the player ship so to determine hit location (like which armour takes damage). 0 is front, 90 is right side, 180 is rear, 270 is left.

    The world angles are zero to the left, then clockwise around.

    I know the player's angle of rotation. I know the world angle the bullet comes from with respect to the player.

    I just don't know how to translate that to a hit location. Please see the image below:

    <img src="http://gordonlittle.ca/images/example.jpg" border="0" />

  • For my current project I have 4 tilemaps for a topish down zela-like view.

    1 - Background (Stuff player walks on)

    2 - Solids (Stuff player bumps into)

    3 - Foreground (Stuff player walk behind

    4 - Parallax Forground (Stuff like clouds, etc)

  • That's the expected behaviour. Every tile, regardless of what graphic is there, has a square collision box.

    I had to make 2 tilemaps one on top of the other. One was solid and contained tiles I wanted collision to occur on. The other was floor tiles to walk over.

  • Thank you very much!

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  • Is there much of a performance penalty layering multiple tile maps? Right now I have a background, solids, foreground, and parallax each with a different tileset.

  • I think I'm going to have to make a 3rd tileset for non-solid background. Maybe turn off the tiled-background and replace it with another tileset.

  • I think that's the opposite of my problem. I want to turn off the collision on tile and have it still be seen. So it can be walked over, like a different shade of grass, or flowers, etc. Without creating any extra sprites, etc.

  • Hi all,

    I searched the forum and was unable to see a way to remove the collision polygon from individual tiles in a tileset.

    My project is a top down (zelda-ish) view:

    The first layer is a tiled-background object of "grass".

    The second layer is a tilemap containing my tiles on which the player is on top of. It contains things that would block movement (tree stumps, rivers) but also stuff I want the player to walk over (different ground types like dirt or different coloured grass).

    The third layer is a second tilemap with things the character would pass behind (like tree-tops).

    My problem is I cannot delete the collision polygon on tiles I want the player to walk over.

    You can see my work in progress at gordonlittle.ca / tinymage

    Is there plans to implement this or is there a better way to do this?

  • I know this is really late to the show, but I put together a tutorial for same on same instance collision between sprites based on the evil sprites demo: I can't post URL's yet so please search for the tutorial "How to handle instances of same sprite collision / colliding."

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gordgames

Member since 17 Dec, 2013

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