brushfe's Recent Forum Activity

  • Ah ok! Thanks! I've been curious about how tilemaps work under the hood. There are some ideas for feature requests I have, like being able to shift the tiles left/right/up/down within the map, but I don't know enough (yet) about how this works to make the request.

    Thank you for the tool above as well!

  • This is a really informative thread! Like WackyToaster, I use a lot of tilemaps to create layered background objects.

    If I can ask a clarifying question based on dop2000's comment and tool — if the layout size is 1000x1000, does this mean that every tilemap object added contains tile data for 1000x1000, even if the object is resized to 50x50?

    Curiousity only — it sounds like it doesn't matter memory-wise even if so!

    Same thing here, on the page for r124 I think!

  • Could the rain be drawn on its own layer, and layer masking be used to isolate where it's drawn? (indoor/outdoor)

  • That's really impressive! I hope you keep it up!

  • Thank you! I'll try these out! I suppose I could also cheat each sprite by drawing it 1:1 and then setting its width 2x.

    I really appreciate it!

  • (I haven't experimented too much here, sorry if this is an obvious thing!)

    The AGI engine for 1980s Sierra games was at a 2:1 pixel ratio for the art, and 1:1 for the text and UI.

    The benefit I'm keen on is that it allowed for graphics to be drawn at 1:1, and all layouts to be designed at 1:1, and then only scaled the graphics in-game.

    I was wondering if this is possible in Construct? (and if there's a device-flexible way of doing so?)

    Thank you!

  • Mario games handled it by checking the vertical velocity of Mario when hitting the enemy.

    Mario collides with enemy

    Mario y velocity >0

    — kill enemy

    Mario collides with enemy

    Mario y velocity <=0

    — kill Mario

    That's a much better solution! Thanks for sharing that!

  • I think it's easier to determine if the player's position when they collide with the hitbox.

    For example, if their Y coordinate is less than the enemy's top edge, that means they're beside our below it, and should get hit.

    Otherwise, the player is above the enemy, and can stomp on them.

  • Jeepers, this is incredible! Thanks a million for such a detailed and helpful explanation. I hope there's a way for other new learners to find this!

    This has really clarified a lot of questions and I'm super excited to get into it now. Thanks again, truly!

  • I've been out of the loop with 3D, but I'd love to try it out - I just don't know where to start.

    There's some great example projects, but perhaps there's some tutorials or videos I should watch first to get the basics?

    The structure I have in mind is like the old MYST games, but with simple geometry - so a stationary camera with interactive elements and hotspots that let you move around the room.

    Thanks for any newbie guidance!

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  • The clamp expression be helpful - it should let you limit the head's angle to the body's angle +/- some degrees.

    Something like: Set angle Head -> clamp(Head.angle, Body.angle - 10, Body.angle + 10)

    I might have this wrong, so check out the manual entry for more detail!

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brushfe

Member since 21 Jul, 2013

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