thealchemistbr's Recent Forum Activity

  • Thanks!

    But wouldn't it make it test the entire ObjB? I'd like to test overlapping just for the collision poly (which doesn't cover the entire object)

  • Hello everyone,

    As in the title, is there any way of checking weather one object is overlapping another one's collision poly, or at least avoid them behaving like solid objects so it could be used to change some variables values if they are inside the collision poly? I tried that for a 4X demo I'm working on and it could help me with changing aspects like remaining movements and so...

    Thanks in advance

  • Hey SeriouslyCrunchy - was trying that after reading your tutorials - which, if I might say, are awesome.

    Will try to follow this approach . Thanks for your reply.

  • Thank you.

  • Hello everyone,

    I'm designing a prototype for a racing game, and made a track with grass around it (2 Inkscape layers, one for grass, another for track). Then, I exported the grass layer and the track layer to 2 png images, added them to construct and added a car w/ Car behaviour. In the events, I added a Is Overlapping Track to set the max speed of the car to 250 and not Is Overlapping Track to set the max speed to 80.

    Problem is: when it goes to the "hole" inside the track (transparent, so you see the grass layer), is still counts as the track overlapping.

    What is the best way of handling this? Will I have to add a shape in the inner boundaries of the track above it to slow it or is there a better way?

    Thanks in advance,

    Marcelo

  • Although a bit of a hard work, isometric isn't all that hard to implement if you have time. Would be nice to have native support, tho.

  • Thank you!

  • zyblade, thanks a lot. Awesome sample, as lennaert pointed, very effective. Will give it a try.

    I managed to make the movement, the result can be seen http://www.eyepatch.com.br/wanderer/ (use numeric keyboard 1, 2, 3, 4, 6, 7, 8, 9) for movement. Will post the capx later. It may be not the best solution, but it's some kind of one.

  • Thanks a lot. I've managed to make it work except for the diagonals, which get a bit misaligned. Anyway, your guidance was nothing but great.

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  • Thank you very much for the help/patience.

    Would you think a performance hit could happen if I spawn multiple instances of the main sprite that should move to random directions?

  • Which event did you use for movement? The snap to grid tip is awesome, I configured it all, but movement has been a pain!

  • Great!

    I just need, now, to digest some of the concepts, since they are still a bit abstract, but the effect is very nice.

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thealchemistbr

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