So I have a a problem with trying to create or set an uneven terrain for my sprite to move across on.
Currently I have a scrolling background using the same background image repeatedly alongside with gravity. However instead of having the bottom of the screen as my ground i would like to create set my own uneven terrain.
I tried using vertex helper to create this, but unfortunately that didn't seem to work. If anyone has any suggestions that would be great!
I had a need to do this a while ago and found a great tutorial that gave me everything I needed. Check out... http://www.raywenderlich.com/3888/how-to-create-a-game-like-tiny-wings-part-1
It may be a little more than you are looking for, but it does go into detail about creating an uneven terrain.
Good luck.
Related
Good morning!
I'm currently trying to create a view similar to this mockup.
I have put down 3 different screen sizes so you can see the issue.
I have a header background image (grey box) with an angled bottom. On the right I want to display an image, which obviously needs to be positioned.
Positioning it horizontally is no issue but how can I position the image vertically? I have it positioned fixed for one screen size but obviously need to make it flexible.
Any ideas? Help would be much appreciated!
David
You can definitely use measure as #rajesh pointed out, or you can use Dimensions. As far as getting the layout consistent across devices, using position absolute and measuring the device height should allow you to get consistency across these devices.
Check out this example I set up, it should be a good starting point at least.
https://rnplay.org/apps/pSzCKg
thanks again in advance for any time spent helping me.
Thankfully, I have been able to import TMX to libgdx game without much of a problem, however this is now the first time of using Object Layer, for which at this moment in time I only want to include Platforms as the object (ie. I have 1x Tile Layer showing my background image and 1x Object Layer above). Now I've seen that I can just draw lines and/or boxes, circles etc to create 'zones' which I can pull into my code (goodness only knows how atm but I'll figure that later/soon )
But I see in Tiled that the button - Insert Tile (T) - exists.
I'm trying to use it but when the tile im using as a platform is placed it goes exactly where the mouse is pressed and I can't move it other than delete it. I'd just like to copy-paste a whole row of them for now and Level1 can just be 50 tiles in a flat line just so I can get it all working. It seems weird to me that Tiled can't do this but Ive spent ages looking for a way and can't find it.
Am I missing something or is this just not possible? And if the latter, how does an experienced tiled user (who's making a 2d platformer) go about creating such a simple example above in the Tiled environment?
What a noob - I answered my own question. The option I needed was in the 'View' dropdown menu -> 'Snap To grid' LOL
basically I am trying to edit not only the appearance of the button(thats the easy part) but the frame that detects the touch to be a rhombus rather then a square
html example:http://irwinproject.com
I've tried CGAfflineTransform however it doesn't allow me to make non rectangular objects. is there a way to skew
Im just wondering if this is possible because, if not could someone point me in a direction the only viable answer I've found is resorting to something along the lines of a spriteKit;
I found this however this implementation leaves dead spots on buttons where they overlap
custom UIButton with skewed area in iPhone
is there a way to message people on here there was a gentleman who said he figured out how to transform but never posted his solution.
In order to modify the touch area of an oddly shaped button you could use a solution similar to OBShapedButton. I have used this particular project in the past myself for adjacent hexagon buttons and it worked perfectly. That said, you may have to modify it a bit to work with drawn shapes instead of images.
I'm following this guide: http://www.aishack.in/2010/08/sudoku-grabber-with-opencv/2/
and modifying to iOS 5.0.
I managed to find the largest contour (the sudoku "board"), however, it only locates the surrounding square, without the lines inside, as in the tutorial. can this be easily solved?
I'll try and find a way around it, but still would like to know. thanks!
I assume that you are using the camera right now. Try to load the image what is used in the tutorial and check if your implementation works on that image. Then you can continue with nice sudoku images from the web. You may also change the camera angle and distance from the sudoku when taking pictures to get a better, clearer view.
Hi i'm thinking about making midi step sequencer and I need to make a note grid/matrix that resizes/ adapts when you zoom. I've been searching for different ways of doing this but cant figure out a way that works well.
I thought about drawing cell objects made with (NSRect) but I couldn't figure out how to get the right interaction when resizing.
This is my first "biggish" OBJ-c project so please don't kill me, im still battling with the frameworks and the syntax is so foreign to me.
You could use Core Animation layers to create your grid.
Take a look at Apple's Geek Game Board sample code project:
http://developer.apple.com/library/mac/#samplecode/GeekGameBoard/Introduction/Intro.html
The code shows a way to display different kinds of card/board games using CALayer.
The Checkers game looks to be the closest to the grid you want to create.