Sir LoLz's Recent Forum Activity

  • Hello.

    I'm setting up menus for my project. how I have it set up is I have a sprite object with two strings. It is set up so that when the mouse collides with a button it will look at it's strings to see what to make the active feature. the buttons are the same object with different frames that I will change in the layout view.

    The first string tells the game what game mode the button sets up. So this string could be "KOTH, CTF, ect"

    the second contains a description of the game type. a text object to the side will change to the text in this field.

    The problem I'm having is when you set a string inside an instance variable, double-quotes no longer seem to work. the issue this has is the command "newline" won't work. Meaning I can't paragraph rules that change how the game flows. And I don't want it to be a contentious string.

    Is there a way to have the system still look at the expressions inside an instance variable?

  • love the post thanks! it helped a lot!

    Also I think I expanded on it a little. what I did was add a paster object from R0J0hound's Paster plugin. this lets you have multiple effects without them cancelling each other out.

    https://dl.dropboxusercontent.com/u/57156226/lens%20grit%20effect%202/index.html

    ver 2. made a more noticeable effect

    and the capx

    https://dl.dropboxusercontent.com/u/57156226/lens%20grit%20effect/lens%20grit%20effect.capx

    hope this helps!

  • I have a question about how "texture from image command" works. if I make one, then make another with the same name. will it over wright the first one?

    what I'm doing is painting on the model. I do this by using the paster plug-in to edit an image. then make a texture from the paster. then put this texture on the object. however changes to the texture are real time. or repeat many many times depending on how fast the game is going.

    So if it creates new textures every time then that will full up memory fast. So I hope because it uses the same name it will delete the old one first.

  • awesome. thanks pedroRocha! both suggestions worked.

    and as for the third thing oh well. it was going to be a cool feature. But I can get the core game done without. I was hoping to be able to have things like sticking to walls. But I can pull of the idea in a top down perspective

    Thanks again!

  • a few questions.

    1: my model seems to be inverted on the y(up-down) axis. But I turned off collider fit.

    2: how can I turn off all shadow casting? What I mean is one side of my object is dark, but I want even lighting on all sides.

    3: is there a way I can have 2 objects touch and pull the UV data from that? my idea is having a player's ability's change depending on what color the ground is. I hope to pick the UV cord were the player is standing and cross reference that to the floors texture.

    thanks much.

  • Awesome! that worked like a charm! Thanks!

  • Is there anyway I can save the paster object unto an image? My idea is to use this with the Q3d plug in to draw on 3d objects. But I would need to be able to edit a texture to do so. Or so I think.

    q3d lets you re-texture an object with a preloaded image. My hope is that I can edit an image with paster and then load it in q3d

  • [quote:1y63jp7p]however having to many of those bullet holes may drop FPS in future gamepla

    That is why I would like to draw them to the object's texture directly. I'm hoping to make a system that finds xyz cords and then pastes a sprite unto the objects texture at those cords.

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  • Is there a way I can "draw" on an object? I want bullets when impacting the level to leave marks. However instead of leaving a decal on the wall I would like to draw the decal on it permanently. This way they won't fade.

  • LittleStain

    oh that second one is a good idea. I might try that. thanks!

  • mmm. that worked. Guess I will just have to know what sprite it's referencing. and use separate events for the pinning. Thanks.

  • the player will use the same sprites as NPCs. So I make the NPC family do it's own thing, except for the one that the player will control. one at random will become the player object though variables that state such to the game.

    I have one of each on the layout and destroy them at the start, then spawn them in a "repeat nth times" event. then when the hitbox (being in the same container as each sprite) is created I pin it in it's creation event.

    Due to my project using plugin's covered under ULAs, I can't share the Capax. But I hope this photo showing the "at start of layout" event will show whats needed.

    https://www.dropbox.com/s/zzzefbehffmu8kc/construct.png?dl=0

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Sir LoLz

Member since 1 Oct, 2014

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