The implementation: moving_background_vari.capx
remember to using the power of 2 for moving speed
shmup showcase: https://dl.dropboxusercontent.com/u/659 ... index.html
Ah I was set the tile based on previous tilemap texture. Just change frame 15 from "concrete_wall" with full black square and other frames (frame 3, 6, 7, 9, 11, 12, 13, 14) with partial black.
Make work around tileset for the wall to match the bitwise order and end up with sprite solution. Take longer time when initiate but it works.
Check it: altium_edited
Well I just throw the basic idea how slopes generated so you can work out from there. To make all mechanics work a lot of logic need to be dig more.
Simple enough with 2 events:
https://dl.dropboxusercontent.com/u/659 ... rator.capx
Make moving background images interchangable to make them feel less repetitive .
Sword streak with auto attack: https://www.dropbox.com/s/h0yj1w8v64103tb/saber_range.capx?dl=0
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Perhaps this example just give you the idea:
Here I provided the example how to swap block freely:
My example have no plugin whatsoever just using standard C2 feature. Have you check it?
elek
Check following topic to make sprite/tile aware their neighbor/surrounding.
Pinning another instances using family: pin_to_pin.capx
Member since 22 Feb, 2012