Zotged's Forum Posts

  • I'm probably the last of the old guard here. I tried to find the decade old thread dedicated to posting development videos but couldn't, so here goes.

    Development video:

    https://juvonen.eu/files/video/2016-12- ... -r96-1.mp4

    Shade: Prototype 012 is a cyberpunk shmup under development since fall 2014. The story tackles on sociological issues posed by technological development. Plenty of war machines and desert.

    It's one of the oldest large projects I've been involved in. The first iteration of Shade was made back in 2001. 2nd in 2004. 3rd around 2009-ish. We did a lot of work with Daiz (another jaded CC old-timer) on the project's various iterations over the years. This one is the fourth iteration and probably the last one at that, and this time it's all my work.

    Screenshots:

    To be honest the reason why I've been stuck with CC all these years is that I've been unable to create games like this in C2. I'm just that used to squeezing power out of CC.

  • It's impossible to tell without the code at hand. Try to incorporate a timer which prevents closing the pause menu until after, say, 200 ms or so. This should fix whatever is wrong with it.

    In pseudocode:

    Esc pressed:

    -> start timer

    -> open pause menu

    Timer is 200 ms or above AND Esc pressed:

    -> close pause menu

  • Here you go.

    planar-studios.com/example/20131202fonts.zip

    You have to make use of the Resource-plugin, which I've attached to the zip. The idea is to add the font as a file to the project resource by right clicking "Files" on the Project bar -> Add file.

    Then you can use Resource to extract said file to and load it to use it as a font.

    Edit:

    You'll be quick to notice that the font on the cap doesn't work until you've replaced its file path with its actual path.

    When you open the cap it should ask you to relocate said file but you can do it manually from inside the cap too.

    By clicking the font under the project's Files-folder you can see its path on the left hand side in the properties-panel. "Q:\Temporary\lavoisier1.2001.otf" must be changed to whatever path you've extracted it to.

  • You don't. This is HLSL.

    Stuff made for CC can't be applied to C2, they're just simply different. Besides this thread dates way back to 2009, resurrecting threads this way is hardly ever fruitful.

  • Albeit it'd be incomplete is there any chance you could wrap up a release that includes the latest additions? What I'm really missing is the inventory panel hovering/dragging fixes we discussed way back in November. You never shared the fixed version.

    Furthermore, GWEN doesn`t seem to accept scroll rate of 0%. This is somewhat crucial when you use it as an Editor GUI and want to scroll over your level editor with the GUI following you. Any advise how to fix that would be highly appreciated. Otherwise I am forced to code my editor in something else.

    I second this, although proper displacement of the root widget would handle this too. It doesn't seem to work either. I haven't got around this issue yet in any way.

  • I confirmed the problem by replicating it. It's also been reported on the bug tracker more than three years ago and still remains open. It's unlikely that this will be fixed.

  • It's hard to tell what's the issue in your case off the bat. Keep in mind that pixel shader effects can increase the VRAM demand as well.

    was under the impression that all textures were purged from the cache whenever a new layout was loaded - is this not the case?

    I'm fairly sure that you're already familiar with this but you can control the texture loading in the application settings, layout settings and also through events. So it's really up to you how to deal with the texture loading.

    Application settings

    <img src="http://i.imgur.com/XXpe0.png" border="0" />

    Layout settings

    <img src="http://i.imgur.com/EgdeN.png" border="0" />

    Events

    <img src="http://i.imgur.com/amLkh.png" border="0" />

  • If you have an event for collision the event picks only that one instant relevant to the event. So you could just simply have it this way:

    -sprite collides player

    ->sprite: set animation to jump

    The only sprite that'd change the animation would be the only one colliding with the player. Is this what you asked or did I misunderstand?

  • You'll have to tell a bit more about the problem. I didn't run into any trouble while trying to replicate the issue in this cap.

    CC r2 cap:

    plasmazoom1.cap

    One thing that did come into mind though was that I reckon that like all the other objects plasma doesn't render if its out of screen (meaning its coordinates, in my cap it's partially out of screen due to the zooming), so maybe your problem is related to that?

  • Just make the file path this way:

    AppPath & "hit" & 1+random(3) & ".mp3"

    If it doesn't work for, change the number to a string this way:

    AppPath & "hit" & str(1+random(3)) & ".mp3"

    Random() is zero indexed, so random(3) returns 0, 1 or 2. That's why it's 1+random(3), since your hit sounds don't start from 0.

  • There's two things you could try out on your last event that compares npc's 'food' <= 50. Try adding For each 'npc' for the event, that way you can make sure to compare each one properly or adding Pick by comparison where you pick 'npc' with comparison 'food' <= 50.

    So the last event becomes

    + System: For each npc

    + npc: Value 'food' Less or equal 50

       + food: Pick closest to: npc.X, npc.Y

          -> npc: Add waypoint at food

    or

    + npc: Pick by 'food' Lower or equal 50

       + food: Pick closest to: npc.X, npc.Y

          -> npc: Add waypoint at food

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  • Jayjay's solution works, here's the implementation.

    CC r2 cap:

    http://rghost.net/40933729

  • Make sure you've ticked Force own texture in the layer settings, otherwise the Erase shader "cuts through" the entire render wall.

    <img src="http://i.imgur.com/rLM6g.png" border="0" />

  • I guess though, that is is better to make the layout/window with the assumption that most monitors that it will be played on will be wide screen and not full wouldn't it?ell whatever you yourself think is the most reasonable solution. If you want some concrete data on monitor sizes you could refer to, say, Steam Hardware Surveys.

    having some problems replicating what the cap file is doing. More specifically how it seems to have this infinite Layout that you can scroll through.ust tick Unbounded scrolling for the Layout.

    <img src="http://i.imgur.com/TpJt9.png" border="0">

    The thing is that unless you have it ticked the letterboxing in the example doesn't work out at all, since the letterbox is just black sprites it's obvious that they HAVE to go beyond the layout boundaries so that the actual gamespace reaches the layout edge. Otherwise the scrolling would just stop right when the letterbox touches the layout corner, which results in broken display.

    So as explained in the cap and the post you'll have to figure out how to deal with the area outside the layout bounds since scrolling makes them accessible.

  • You'll have to elaborate further, since I obviously tested it in fullscreen before uploading and tried it again just now to be sure. It works perfectly for me, you might have some scaling issue with your graphics driver.

    So what specifically is wrong with the display?