Zebbi's Recent Forum Activity

  • It's from the origin of the object that is usually centered in the image editor. You could always add an imagepoint and use Sprite.imagepointx(1) instead of sprite.x.

    Yes, the problem is that would only be for one point, I was hoping to use an expression that would be effectively the same as "if overlapping", and I could then have the distance as short as possible from the edge, rather than the centre. Is there a was of checking an overlap entirely in the expression editor?

  • I'm having trouble with distance(), it seems using .x/.y relies on the distance from the center of the object? Is there a way to measure the distance from any point on the outside of it's edge?

  • >

    > *quote snip*

    >

    > It's for tiles that are non solid and tiles that are solid, can't have both on he same tilemap so I had to duplicate. Actually, ray cast doesn't ignore a seperate instance of the same object that has different solid settings, I tried for hours over the weekend, picking instances of the tilemap, delaying functions to debug the problem and if I have a second tilemap instance of the same object, this time with the solids disabled, it instantly adds all of the new tiles to the tracer.

    >

    I just tested it, and it works fine.

    https://dl.dropboxusercontent.com/u/207 ... lemap.capx

    This is the same test project shown in the OP, but with a second instance of the tilemap. This second instance has 4 tiles, none of which affect the reflecting laser due to its 'Solid' behavior being disabled.

    Here's an example, sorry I used 5 traces, it's just for a experiment, but as you can see, the second instance with the solids disabled still affects the trace: https://www.dropbox.com/s/0p6rkii91i8e4 ... .capx?dl=0

  • > Johncw87 Is it possible to pick a single instance to trace? I have two tilemap duplicates, one created at runtime, for handling solids differently to the background tiles, and the minute that is created, the tracer sees all the tiles as obstacles. Can I just have the tracer use the instance with the solid tiles removed?

    >

    If you are using the plugin in 'Solid' mode, it will ignore any instances where the 'Solid' behavior is disabled. But why are you using the same tiles in the foreground and in the background? Don't you think that would get confusing?

    It's for tiles that are non solid and tiles that are solid, can't have both on he same tilemap so I had to duplicate. Actually, ray cast doesn't ignore a seperate instance of the same object that has different solid settings, I tried for hours over the weekend, picking instances of the tilemap, delaying functions to debug the problem and if I have a second tilemap instance of the same object, this time with the solids disabled, it instantly adds all of the new tiles to the tracer.

  • Okay, so before I start trying to learn xdk again, let's say I target only android 5+

    • is canvas+ still faster than xdk webview or xdk crosswalk?

    • is canvas+ still smaller than xdk webview or xdk crosswalk?

    • do cranberrys leaderboard and in app ad plugins work yet or are there official solutions now?

    • actually, what does Ashley actually think?

  • Johncw87 Is it possible to pick a single instance to trace? I have two tilemap duplicates, one created at runtime, for handling solids differently to the background tiles, and the minute that is created, the tracer sees all the tiles as obstacles. Can I just have the tracer use the instance with the solid tiles removed?

  • R0J0hound I could feasibly get this working by cloning all of the json for tilemap1 into a clone of the tilemap rather than a new instance, but the clone won't take the json from the first object tilemap?

  • Ok, here's an example. Just set toErase to a list of tiles that are decoration.

    The tile numbers are numbered like this:

     0  1  2
     3  4  5
     6  7  8
     9 10 11[/code:3j2pldre]
    
    [url=https://dl.dropboxusercontent.com/u/5426011/examples31/partial_solid_tilemap.capx]https://dl.dropboxusercontent.com/u/542 ... lemap.capx[/url]
    

    I've even tried using a clone of the tilemap as tilemap2, and tried to load the tiles to that just for show, and it doesn't load the tiles in, why? If I remove the part that creates a second instance and run the trace check, it's fine, it detects just the solids.

  • R0J0hound basically the tracer isn't seeing the solid tiles on the second map, it just sees the enemies, I've tested for nth and used Tilemap.Count and Tilemap.Count+1 but the raycaster isn't seeing the second tilemap, just the enemies. It should work, though, and I can only imagine I'm not picking the new instance properly?

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  • Ok, here's an example. Just set toErase to a list of tiles that are decoration.

    The tile numbers are numbered like this:

     0  1  2
     3  4  5
     6  7  8
     9 10 11[/code:hz1g9x4w]
    
    [url=https://dl.dropboxusercontent.com/u/5426011/examples31/partial_solid_tilemap.capx]https://dl.dropboxusercontent.com/u/542 ... lemap.capx[/url]
    

    R0J0hound Quick question, how can I reference the duplicate tilemap in the events? I've tried to do it by picking the most recent UID, but isn't working, I even tried to reference it via a function that waits until it's cleared the tiles over. I want to do a tracing check only on the new tilemap, but it isn't seeing it, only the original tilemap instance.

    The natives are getting restless.

    Edit:

    The users who want a native export are getting more restless.

    I c wat u did there.

  • EDIT: I just make a container and they create properly for every instance on an enemy, so you just set your enemy and the game takes care of the rest. I don't understand why this wouldn't be the more elegant approach?

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