winkr7's Forum Posts

  • Yes, the editor sometimes crashes when I do lots of mesh editing. It doesn't crash enough for me try to figure out why, and I save all the time. I also note that sometimes when I open two projects and transfer stuff around it crashes a while later, but once again, not often enough for me to try to figure out why.

    yours

    winkr7

  • I agree.

    yours

    winkr7

  • I don't completely understand what you are trying to do, but I can answer your title question--How do I reference a sprite.

    when you click the sprite put the uid in a variable (call it last_pick). You don't change that value until some other sprite from the group is picked at which point last_pick is the uid of that newly picked sprite. This distinquishes one of five otherwise identical sprites as the sprite last picked.

    How you store last_pick is a separate question, you could use a static variable, a global variable, a dictionary entry etc...

    yours

    winkr7

  • If it doesn't pick anything it doesn't go to the next line. If you put in an else you will go to the else branch for pick count =0.

    At least that has worked in the past for me.

    yours

    winkr7

  • Years ago I bought GM1 for 400 dollars. They promptly came out with GM2 and put all the new stuff into that, rather than GM1. So I soured on non-subscription based software after that. That cost was for every platform, each platform for GM1 and GM2 was a separate fee.

    yours

    winkr7

  • if you want 4 different identities do it 4 times with different variable names.

    first:

    create blueSprite

    varFirst=bluesprite.uid

    create blueSprite

    varSecond=bluesprite.uid

    create blueSprite

    varThird=blusprite.uid

    create blueSpite

    varForth=blueSprite.uid

    later on I want the second blueSprite because it does something I want (maybe I set its color to pink).

    pick blueSprite by UID varSecond

    yours

    winkr7

  • If you create a sprite called blueSprite, you can load its UID into variable whoAmI with

    whoAmI=blueSprite.uid.

    If you want to use that specific sprite again later you can get it with

    pick blueSprite by UID whoAmI.

    I hope this helps.

    yours

    winkr7

  • Curse of the Azure bonds was one of my favorites. Your work looks very good--keep us posted.

    yours

    winkr7

  • The obstacle maps are based off of square size and buffer size. If you have a unique square size (32x32) vs (30x30) or buffer size (-2 vs -1) for example they will record into a separate maps. Giving the map a different name doesn't make it different.

    yours

    winkr7

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  • I laud your efforts in releasing a full template. You should probably put this on the arcade here at scirra with the downloadable code. It might be easier to find. You also might consider writing a tutorial to go with it, since that is sure be found.

    yours

    winkr7

  • I would start on a top-down game, with an up direction. Everything is flat--ie you can't get behind the trees. Once you have a simple one working, put in a few more complex things. If you are new I would start simple and gradually work up.

    Some isometric games are really just flat with 2.5 D graphics and a fixed up direction. There are ways to sort in in the z direction by laying tiles down in y order--you can learn about that later. There are also ways to make blocking terrain partly see through. But to start just do a simple top down game.

    yours

    winkr7

  • If you mean fog by view distance you change the parameters of exponential fog in 3d view of the layer.

    yours

    winkr7

  • Thanks Rojohound.

  • Thanks rojohound, this is a helpful start. But I am using sprites with rotation and stretching at the moment so it is probably beyond what I can do.

    I could assign image points in a grid and use those, they get stretched and rotated with the sprite. If the image point knows something about zElevation, maybe in its name or something.

    yours

    winkr7

  • Hello;

    I have a terrain-like mountain sprite, which is a texture and a mesh with different zElevation values. It looks like a mountain as it should.

    Given an x,y on the layout that overlaps the sprite, what is the zElevation?

    thanks for your time.

    yours

    winkr7

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