LukeW's Forum Posts

  • Thanks Dop. I might check it out, though I'm trying to avoid add-ons for now if at all possible.

    Might just go with a generic oval shadow.

    Cheers

  • Hi

    So I wanted to make some simple shadows in a top down style game, and thought I could do this using the Drawing Canvas object, grabbing the objects I want to cast a shadow for, painting them black and lowering their opacity, before skewing the objects and drawing them to screen.

    Most of this is easy enough to do, but I'm struggling to skew the objects before drawing them. Reading through the manual, I'm not even sure if this is possible, but thought I'd ask anyway.

    Here's a mockup of what I'm hoping to do with the shadows:

  • oh wow, that was easy.

    Lol, thanks dop!

  • gah! I got the drawingCanvas to work so that it takes the player's sprite away from the bottom when they're digging like I wanted, but now I'm having the issue that the drawingCanvas object won't draw as part of my depth system as it can't be added to the depth sorting family.

    So pretty much the same problem as the first method.

    :(

    Is there a way to add a sprite and an object like the canvas to the same family?

  • Thanks for the reply

    The three layer system sounds like it might be a major pain, especially when I do things like have multiple trees and the like overlaid on top of each... thinking it might struggle to accommodate for those types of scenarios.

    Never used drawingCanvas before, looks like it's time to delve into some tutorials :D

    Cheers

    -edit-

    er, so there's not a whole lot of information out there on how to capture a sprite and edit it in DrawingCanvas (at least if there is, I can't find it). If anyone has a link to how this is achieved, I'd love to see it.

    Cheers

  • Hi,

    So I want to be able to have the player dig a hold in a top down style game. Rather than make a million different digging animations, I just wanted to have 1 and then use a block with 'destination out' to hide the lower part of the player, and as they continue to dig, just shift them down by a pixel at a time, essentially giving the illusion that they are digging into the ground.

    However, it appears that something happens when objects are sorted by z order, and it mucks up the hiding block so that it only works when the player's y value is lower than any other z-sorted object.

    After a little more investigation, it appears that 'sort z order' changed the object's layer in game which, as this hiding method requires 'force own texture' to be on in the layer properties, would explain why this stops working. Is there a way around this?

    Included a .cp3 of the issue: dropbox.com/s/r86rebxpmneen0h/hiding%20player.c3p

    Cheers

  • hmmm, I already read the manual, but as far as I can tell, that's only referring to auto-tiling, which I mentioned in my first post is not something I want.

    However, words are important. I was searching 'brushes' and 'libraries' in Tiled docs, but it turns out 'stamps' was the word I needed.

    Found what I needed after all that.

  • I'm trying to build a library of brushes in Construct using tiles and I'm not sure if this is possible. Because of the tileset I'm currently working with, an auto-tiler isn't going to work, so I need to place things down by hand which is time consuming but gives a much nicer finish.

    I thought Tiled would have this feature but I can't for the life of me find it, and their forum is down.

    If anyone knows how to build tile brushes in either Construct 3 or Tiled, I'd love to hear it.

    For the record, GameMaker 2 has the brush builder, which is perfect for this sort of thing, but I'm not going to transition over to a different engine for the sake of saving a bit of time tiling. I did try to build a tileset in GM2 and export it, but no luck (surprise surprise) : docs2.yoyogames.com/source/_build/2_interface/1_editors/tilesets.html

    Cheers

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • ahh okay, thanks anyway.

  • yeah, exactly. and a second text that displays the name (player or bob).

    I know this should be fairly easy, but I'm struggling for some reason :/

  • That was generated from this:

  • Hi LaurenceBedford, thanks for the reply.

    It's a program that generates a json file from an editor, which can then be imported into a number of toolkits.

    My issue is that I don't really have any experience using json and am struggling a bit with the existing docs. I know I need to use the ajax object to request the file, then use json to parse ajax.lastdata, but after that I'm lost.

    Here's a very simple example json generated by it:

    dropbox.com/s/u17sw9mjby3ocmz/test1.json

  • radmatt.itch.io/dialogue-designer

    Picked this up and I'm struggling to get even a simple dialogue file running in a test project.

    Has anyone had any luck using this program? It seems like a pretty cool little thing, kind of reminds me of Twine, but I have no idea how to implement it and the documentation doesn't really help.

    If anyone has a sample .cp3 that shows how to get this running then I'd buy them a beer.

    ***EDIT***

    I spent some time on this and made an example project. Looks like I owe myself a beer! :D

    construct.net/en/tutorials/dialogue-designer-construct-2624

  • I'll probably use OneDrive as the students are automatically given an account tied to their education accounts.

    Cheers

  • Not a bad idea, might have to use it.

    Thanks Jobel.