Tim_A's Recent Forum Activity

  • Incidentally... I should add that if it makes it easier... I could just have a grid made up of 3 x red, 3 x green, 3 x yellow etc. that randomise the order.

    So i've been looking at shuffling arrays, and converting the array into a grid of sprites??

  • I'm trying to get my head round the best approach (that doesn't involve creating a grid of spawners etc).

    I'd like to create a grid, for instance a checkerboard... made up of random different color sprites (squares for now for ease).

    So Yellow, black, red, blue, green, orange sprites etc. etc.

    However I need to make sure that the array always includes at least 3 of a specific color sprite such as red.

    I would randomise the grid of sprites each time.

    Any advice to automate this please? I'm thinking it's an array, but can't get my head around it currently.

    Thanks for any help

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  • Thanks for the replies... i'm trying this but still not having any luck.

    How do I set the overlay position (and pin) to carcontrol with id of 0?

    I can only set the pin to CarControl in the dropdown.

    Thanks again for any help

  • I've got 3 car helper sprites moving round a track, all based on the same sprite.

    I'd like to pin an overlay graphic to each of them to represent a different car.

    How can I Pin > Car.UID = 1 for instance.

    They also have a unique ID assigned as a variable if that's easier.

    I feel like this should be simple but can't get my head around it.

    Thanks for any advice.

  • The original was sprite drawn... and this was what I was trying to emulate:

    playclassic.games/games/racing-driving-dos-games-online/play-ivan-ironman-stewarts-super-off-road-online/play

    It's got a lovely 'janky' feel to it :)

    So it's basically a large spritesheet of different angles it calls depending on what type of bump it goes over?

  • I've also just realised that the Pico-8 example is running in 3d looking at the source code, that's why it looks so good in movement!

  • Thanks, but that's not quite what I mean.

    In essence that's the easy part, and will have the car driving around on a flat surface.

    The difficulty comes when it goes up and down a ramp, or over a bump.

    The player has rotational animations for flat (as above), incline 10 degrees, incline 20 degrees, incline 30 degrees etc. etc.

    So when it goes onto a ramp it switches to the incline animation.

    The Pico-8 example above does this very well, and even in the jump the car arcs.

    This is where it's getting tricky for me.

    I guess anim1 would be lat ground rotation, anim would be 10 degree incline etc. so when the sprite rolls over a ramp it switches animation.

  • Thanks,

    The basics of a 2d top-down racer I think are straightforward enough.

    What I'm struggling to get my head around is the jumps, ramps and sprite angle changes that the Pico-8 example does so beautifully.

    I can make the sprites myself using a 3d programme, but getting the movement and angle changes is stumping me at the moment.

  • Oh wow that's food for thought... and certainly helps with the jumping.

    I found a near perfect example of what I wanted to make using PICO-8.

    assemblerbot.itch.io/pico-off-road

    Do you think this is achievable with Construct?

    I gather it's a pseudo-3D approach?

    I'd be interested to hear if there are any tutorials, or if anyone is interested in making the engine as some paid work.

  • I'm working on a tip-down racer that's sort of isometric on style.

    I can change the animation when I want to go up and down a ramp, but how do I simulate this on the Y-axis with my isometric view?

    Essentially... If I'm going left to right and I go 'up' a ramp (just a flat 2d sprite), I want the sprite to move up a set amount on the Y-axis according to the size of the ramp to simulate it going uphill.

    Also... For the same purpose the car needs to go 'down' if it heads right to left.

    EDIT: here's a random game I found with a ramp and even jumping! Simulating this would be great!

    lexaloffle.com/bbs

    Thanks for any advice 👍

  • Wow i'm not sure how I didnt come across those...

    That just re-iterates my point about how many sprites were used... very impressive!

    I'm determined to get something up and running, but this is probably beyond my skillset at the moment so I shall learn and build as I go...

  • Thanks for the advice and the encouragement... I shall be having a look at replicating something similar, but it looks very complicated!

    I didn't give them enough credit for just how many sprites were used in the production of it... it's very impressive!

    If anyone has any further advice i'd be very happy to hear it.

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Tim_A

Member since 5 Apr, 2021

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