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  • I'm not really sure it works but, what I meant is you make the collision mask of the platform object only 1 pixel in height

  • This has been an issue for years, but it's one of those they can't fix given how the whole platform behavior works. The easiest workaround is to make the platform collision 1px high as far as I remember

  • Menu > About shows which version you're using, is that what you meant?

  • Also if you're using Unbounded Scrolling the pathfinder gets weird results because it doesn't considers the area outside the actual layout size to exist

  • You have to use one tilemap object for the floor tiles, and one for the props that go on top of it. It's simpler if you put them on separate layers and turn on the setting where not-selected layers become transparent

  • You should use UID (unique ID) for that. Put all those pick-up-able objects in a family, like "Items", then when the player picks up wood or anything else, you pass the UID of the item to the function, then in the function you do "Items -> Pick by unique ID" to pick the correct item from the family

    Then if you want to check what item it picked, you add a sub event after picking the family object by UID and add a "compare two values" and compare "Wood.pickedCount > 0" or "Meat.pickedCount > 0"

    (I hope I understood your question correctly)

  • what I like to do when I want to select things like that is use a big sprite called Detector, big enough to cover the area you want to check. set it to tileX and tileY, then have a event "Detector is overlapping sp_tile" to pick all the ones around that tile location.

    either make the Detector sprite invisible or remember to move it off screen after checking is done...

    But be careful because this can add a lot of collision checks, and those can pile up and slow down your game

  • Hi 7Soul, sorry i can't get the link to load.

    Oops, should be working now.

    I should also have posted the formula along with the link, which is: (x ^ 0.5) * 10

  • Is this what you have in mind?

    bit.ly/2X8yXoG

    In this example the lower bound is 0 and the upper is 10. 0.5 is how steep the curve is, a lower value makes it more extreme.

  • You can limit values with the expressions min, max and clamp. And you can use those when setting the camera positions, for example setting the camera X to clamp(Player.X, 0, 1000) will not allow it to go below 0 or above 1000 in the X axis while following the player

    You can then create "camera areas" using an invisible TiledBackground or 9Patch object, and "while player overlapping camera area" you can set the "camera area" X as the limit for the left side, and X + Width as the limits for the right side

    Also you want to take into account how wide the screen is, so the camera stays in the center, so you add half the Viewport Width to that calculation

    Set Camera X to clamp(Player.X, CameraArea.X + ViewportWidth / 2, CameraArea.X + CameraArea.Width - ViewportWidth / 2)

    And then same for the Y axis

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7Soul

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