LittleStain's Recent Forum Activity

  • Example using horizontal and vertical blur (webgl) on the shadow layer:

    https://dl.dropboxusercontent.com/u/485 ... tblur.capx

  • Well, LittleStain, I agree regarding the example I used above (probably not the best choice, as these are static), but there are other cases in which the light intensity needs to vary. I suppose I could use a set of static frames and move between the frames as intensity increases/diminishes, but I wanted to see if using the "dynamic" light/shadow objects was possible. Otherwise, I will probable revert to such a solution.

    I'm not sure if you could get the effect you want by adding a webgl-effect on the shadowlight-layer, but if not, my advice would be to use some kind of object/sprite to fake the whole thing..

    But my knowledge of this area might be too limited to see another "easy" option..

  • I guess you could put all sprites on a seperate layout, Lets call it TheCloset (without an event sheet) and only create the ones through events when needed..

    That should prevent them all being loaded into memory, if I remember correctly..

  • I'm not sure why one would use the shadow-light object for this seeing these lights are static..

    Wouldn't using a sprite (with blendmodes) be far more suitable?

  • If there is no interaction between the player and the program, wouldn't everything that is happening be easily calculated?

    These calculations could be executed on restart/unpause/refocus, so there would be no need for the program to run in the background (Which is by the way an option not available as often discussed on this forum)

  • To be precise, R0J0hound, the uncontrolled character follows a trail of fixed pre-established points by command Move with angle and distance calculations basically based on the distance between both. So I used the equation floor(angle(Self.X,Self.Y,object.X,object.Y)).

    I'm using the 0-7 calculation, but after some tests, I came to the conclusion that the problem is the lack of connection between the movement and the angle of the object that don't use any behavior.

    Are you specifying which object you mean in the expression "floor(angle(Self.X,Self.Y,object.X,object.Y))"

    I'm guessing there are more than one..

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  • I guess you mean in the editor you are selecting the tile-map object (selected objects get blue) while you really want to select something behind it..

    Either place the tilemap on a different layer and click the lock when you don't want to be able to select it or right click z-order send to bottom so the tilemap is behind the other objects..

  • Ok, but what if I need to create A LOT of sprites not just one. I want it to come up at specific points in the song always. Is there any way to speed the process up of when the sprites appear using some code, or would I have to do it manually? Would I have to use the timer behavior?

    Would it be possible to use frames of one sprite for this sprite?

    Or would you like to create many sprites at the same time?

    If you want something different to happen at different moments, you'll probably have to write separate events..

    If The events are (almost) the same, you might be able to use a function with parameters to get the result you want..

    Timer behaviour could help, but I guess comparing audio.playbacktime would be perfect..

  • on layout start > load "higscoreVariable" from "mySaveSlot"

    and

    on player destroyed > save "higscoreVariable" to "mySaveSlot"

    Isn't this exactly what the localstorage-plugin does?

    Well before loading you'd have to check if "mySaveSlot" exists, you can't tell the computer to open a drawer when there is no drawer to open..

    If the drawer doesn't exist you let the computer make one, so next time you ask him to open the drawer there will be a drawer to open..

    'Then you tell the computer what to do with the stuff he finds in the drawer and when to put something else in the drawer..

    Sounds pretty straightforward to me..

  • What behaviour are you using?

    Do you have the properties of this behaviour set to default controls?

    How come the player jumps at the start of layout (do you have an action set up for this)?

    Did you create any events that prevent the player from jumping?

  • I'm pretty sure I don't have the picture you want to share on MY C-drive (Also I don't have an Arvin as a user on my computer), so that link will not work..

    Making events like these is a question of adding the right conditions, so only one of the events is true at the same time..

    The way you describe it I guess you could make a top-event on collision, add a subevent for when the collision is from the top, add an else event and maybe a second else event with conditions to get the actions you want when not colliding from the top.. (one for the frame changed and one for the frame unchanged, I guess)

  • This seems like a job for the timer behaviour..

    I would use it in combination with a variable (instance or global)

    Then it should be something like this:

    on layout start - start timer for variable1 seconds

    on touched object -

    stop timer

    add something to variable1

    start timer for variable1 seconds

    on timer

    goto layout

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LittleStain

Member since 26 Apr, 2011

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