oosyrag's Recent Forum Activity

  • Depending on your situation, a solution would be to not move the viewport/window at all, but move everything else on the layout relative to the player instead.

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  • OK sound good. I was worried if I had images for example at 1024 and they all got bumped up to 2048 in memory, it would be a pretty significant waste of resources.

  • Have you tried following this tutorial?

    https://www.scirra.com/tutorials/5005/m ... ing-lights

  • I recall reading somewhere a long time ago regarding a 1px transparent pixel border that construct adds for images, but I don't seem to be able to find it anymore.

    The reason I am asking was because I forgot the implications... for example should I be importing bitmaps at 512x512, or 510x510?

    Or maybe did it have something to do with resized images or seamless tiling or 9patch? I can't remember!

    I know I was having some issues with 9patch using exact pixels with solid colors and not leaving space around the edges, or similar when I make a solid color sprite square and down size it in the image editor, the edges pixels get changed to semi transparent. Are these related?

  • When you use ProjectileObject On Collided with EnemyObject, only the objects involved with the collision are "picked". Then you can use expressions and instance variables in your action - Subtract ProjectileObject.DamageInstanceVariable from EnemyObject.HealthInstanceVariable.

  • You can use a counter variable. This can let you keep track of how long your key has been down for.

    Then use that counter as a condition for an event.

    This is the quick way, but the problem is the random(15,30) will give you a new random number every tick, so basically you will never get to 30. If you want, you can use another variable to store the target time once, and have the condition compare the two variables to run your spawn action instead.

  • Or, if you did want to use a behavior, bullet should be suitable. There is a property you can set for the bullet behavior "Set Angle". If you change that to "No", then the object will not turn while moving.

  • Cool, thanks R0J0! I've used a binary sort of approach before but I never knew what it was called or how to explain it coherently. Now I know

    Here is a link I found from another thread -http://www.saltgames.com/article/awareTiles/

  • I think it's the default (randomized) avatar from gravatar. I don't remember actually making one!

  • The key information is for each direction around each road, does it contain a road or not?

    I would use four boolean instance variables on your road sprite: up, down, left, and right. They will be true or false -if there is a road at that position it will be true, otherwise false. You can use 4 overlap at offset events to check each position, and set the variable.

    Once you have that information for each sprite, you'll need to set the correct animation frame based on the instance variables.

    The most straightforward way would be to have a frame for each variation of the curved road or T-intersection, but I'm sure there can be a way to reduce the frames required by rotating the image and using mirror when appropriate.

  • I am not familiar with photon cloud, sorry.

  • Can you elaborate on 4-directional roads? Are your roads constrained to a grid? How many different types of intersections can you have? Are you using tilemaps or sprites?

    Overlap at offset might be of use. Test each direction for existing roads, and set animation frame with the correct intersection.

    An array storing the data of what is where could also be very useful in a grid based system, or something similar can be done with a tilemap as well.

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oosyrag

Member since 20 Feb, 2013

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