oosyrag's Recent Forum Activity

  • Have you linked the correct event sheets to the layouts?

  • Is there a triggering condition for checking matches?

    If not you can try a System: For each SpriteA and SpriteB: myVar = SpriteA.myVar.

  • Here is my implementation of flick scrolling - dropbox.com/s/t5y5mwucvy8zpqt/flickscrollexample.c3p

    Note that this is partially incomplete, as it does not account for "stacking" of flicks to reach faster scroll speeds. To compensate, I've used a deceleration value of 0.97, instead of the standard which I believe to be 0.95.

    It should be compatible with the 8 direction behavior with some minor modification, but I haven't tried that.

  • I updated it, it should work for overlapping objects now. Basically anything "in front" of the player sprite should get sent to the layer above, which has the "force own texture" property applied on it and allows for the silhouette object to use the "source in" blending mode, which means it will only appear when overlapping another opaque object below it on that layer.

    Event 2 basically z-sorts everything by y position.

    Event 3 handles moving objects that are below the player to layer 1 and back to layer 0 when they are above the player

    Edit: Recommend utilizing the drawing canvas method below by dop, it is cleaner and less likely to run into unforeseen issues compared to moving objects between layers.

  • This is a bit of an advanced trick, involving some z-order, blend modes, and layer shenanigans.

    Here's a quick example I put together. It definitely doesn't cover all cases and breaks when you have more than two objects to deal with at the same time, but I don't have a solution off the top of my head for that. Someone else who has dealt with this before could probably offer a more elegant way to approach it.

    dropbox.com/s/4bmy75nep4hpv02/zsilhouetteexample.c3p

  • The easy way would be to pin a second invisible helper object as your collider, and just make the entire object smaller while using the bounding box.

    Otherwise, manual entry, for each image point...

  • When setting collision points, you can right click and set to bounding box.

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  • You can change viewport size in the project properties.

  • Try making your I frame and viewport wider and scaling down.

  • Are you in control of the contents?

    Format with css, rearrange elements, remove unnecessary text, resize images, ect.

  • I don't believe you'll find any tutorials. There are literally no other games like Baba is You as far as I know.

    I can imagine how you might get started though.

    For example, "Something" "Is You" would toggle enabled tile movement default controls on "Something".

    "Is Wall" would be a toggle the solid behavior.

    And "Death" could be a condition to check when overlapping something that has "Is You" enabled.

    Naturally this will get more complicated with more conditions and combinations to check, but Baba is You is not a simple game.

    You'll want to start out with a grid, tile objects, and "Word" objects associated to these tile objects. The state and neighbors of the word tiles, which you can check with the overlapping at offset condition, will determine the behaviors of your normal tile objects.

  • Generally speaking, you need to either have your iframe large enough to fit the contents, or you need to format the contents so they fit within the width of your iframe.

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oosyrag

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Last online 17 Nov, 2024

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