R0J0hound's Recent Forum Activity

  • You could probably get that effect by using a couple particle effects.

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  • If you don't use an array you still will be using the concept of an array or grid. I've made tetris twice and didn't actually use an array.

  • If you use commas in your sentences. use a different symbol to separate them.

  • scorepixel

    I've never done it and I don't have time to figure it out exactly but based on a quick google search and from what I recall seeing before you should be able to use css to change the z index of an html5 element.

    rexrainbow

    The idea is to move the html element underneath the canvas, which should be possible.

  • Zebbi

    Probably. All the effect does is distort a texture to be in perspective. Rex's behavior hides the math to position sprites on the distortion.

    So you'd design the game as top view and map those positions to the mode7.

    So in a nutshell they are tools you can use to make a game like that. Nothing more will likely be added.

  • The canvas or paster third party addons allow you to manipulate textures. Maybe not the same way as you're thinking which sounds like the construct classic image manipulator plugin.

  • I've never used it but one way would be to have the iframe behind the game's canvas. You'd need to make that part of the canvas transparent so the iframe would show through. That might make any clicking of the iframe not work though.

  • It's an effect and it would help doing the view. Rex's helper behavior is also useful for positioning stuff on the view. Besides that most of the game would be done simply with a top view.

  • The closest thing I can think of that matches that is kinetic energy (KE), which can be calculated with:

    KE = 0.5*mass*velocty^2

    But why not just do it just like that example? The power is just a variable with a value of 5, which you then compare with the velocity^2, or just like your other topic.

    The only new thing would be the relative velocity I guess, but that's just a simple vector subtraction of one velocity from another.

  • Zebbi

    So ads don't show up over sprites with effects? Maybe change the zorder of the ad?

    The trick is you don't do collisions in mode7. You do it in a top view. Basically the entire game is implimented in a top view and as a last step the mode7 effect is used to give the prespective look. The parameters are tweaked so the effect is angled from the player's view. Then all the other objects are posioned with Rex's behavior.

  • You could start with something like this:

    Set scale to self.y

    But that makes the scaling ridiculous. So we can reduce the effect

    Set scale to self.y/500

    That's better in that size difference from the top to the bottom is less drastic. But it's still not perfect since it's too small. You can fix that with an offset:

    Set scale to self.y/500 +1

    Now you can fine tune it by tweaking the values till you get a result you like.

    Another way to do it would be to make the formula From two different scales at two different ys. Then just use some algebra to make an exact equation. You could also use lerp here as well.

  • Take a look at the sdk section of the manual. Specifacally the runtime reference. You can get a layer by name so that helps, but you can't get a type by name. The usual method is to use a object type parameter for an action or something. Then you can get a reference to that object like that.