Rhindon's Recent Forum Activity

  • FURTHER INFO: The layer that the Flashlight object is on has "force own texture" checked and the Flashlight object, itself, is using the Destination Out blend option.

    This is the part that works fine.

    In order to make it so that the hidden objects on the floor stay hidden while the walls are visible, I'm trying to set it up so that the layer with "force own texture" is 75% opaque while trying to find the setting(s) that make it so the obstacle is invisible until it is overlapped with the Flashlight. It is that last part that I'm having trouble with.

    What layer do I put the obstacle on?

    What blend mode do I set it to? Or do I need to set another layer to a blend mode? Both?

    What other layers do I need to set to "force own texture"?

    I sort of understand "source" and "destination". My current understanding is that "source" is the object on top and usually the object with the blend mode active. "Destination" is the object below the "source" and sometimes on another layer.

  • dop2000 or R0J0hound - May I request either of your help, please?

  • In the Example Browser in the C3 editor (see the Start tab), there is an example called, "Simple Lighting" that shows how to create a kind of "top-down flashlight" (or a light shining against a wall ahead of you...depends on your perspective, I guess). This is simple enough and I have used it many times before in past projects.

    What I want to do is a bit more complicated (or so I think...I honestly still struggle to understand how the blending properties work).

    I want to make it so that objects highlighted by the flashlight beam (overlap object) are visible to the player during gameplay.

    The basic level environment I don't need to be part of the blending equation. I just need to know how to do what amounts to "layered blending".

    Here is the current .C3P file as it is so far...https://drive.google.com/file/d/1DMVDP5RRhxB79eYiFfMftpbi42bbLEH7/view?usp=drive_link

    Thank you!

  • WackyToaster That seems so obvious now that you present it to me. HA! Go figure...

    I did check the manual to read up on the actual For Each (Ordered) condition but I didn't think to look up anything on Z Ordering.

    THANK YOU! I'll give that a go.

  • GOAL

    To sort instances of the enemy Hunters and the main character, Buster, according to their Y position in the layout so that characters farther up on the layout appear behind characters farther down. This needs to be updated every tick as characters - enemies and Buster alike - move around.

    SET UP

    I created two Families with the same sprite objects to compare instances of the Hunter character against each other as if they were literally two separate objects. Buster and the Hunters will be in front of or behind each other depending on their position on the Y axis. The idea is that the camera is above and slightly behind the characters for that "angled down and forward" perspective...albeit in 2D.

    PROBLEM

    ...The problem is that it's not working (why else would I make this post, right?).

    Basically, what I want to do is what you can see in this image...but reversed. What's in the image is backward from what I want. The problem is that I have tried swapping out the conditions in various arrangements but I cannot get it to work right. Sometimes one instance will work properly but the others will not. In one case, as I moved Buster up and down, the Hunter instances would move in front and to the back of each other for no apparent reason (they're all stationary except for Buster).

    This is my latest event sheet attempt... At one point, I had this working for the Hunter instances but I had forgotten to account for Buster as he moved along. And thus my new problem here.

    Your help would be greatly appreciated. Thank you.

  • dop2000 Aaaaaand there you have it - a successful edit.

    I was hoping the On Collision trigger would suffice as I needed something that would isolate the events the way I needed it. But it seems this will work just fine.

    THANKS as always!

  • dop2000 - Thank you. I will try that and get back to you with a yay or nay.

  • SET UP

    In order to account for the possibility that my Character, "Buster", will collide with multiple instances of the Enemy at the same time, I want to isolate the closest Enemy in this rare occurrence. The reason for this is because Buster is going to attempt to "possess" the Enemy and so the possession loop is triggered. But he can only (attempt to) possess one Enemy at a time. So I need to make sure the right Enemy is isolated in a manner that makes sense to the player.

    PROBLEM

    The issue I'm having is that the same Enemy is picked when using Pick Nearest condition no matter how close or far away the Enemy is when two instances of Enemies are collided with at the same time.

    ATTEMPT TO SOLVE

    I have tried to isolate the Collision and Pick Nearest conditions per someone else's suggestion in Discord. However, I'm still getting the same problem. Previously, I had Pick Nearest in the same condition line as the Collision check. I don't think the order of the condition checks is the issue, because I need to pick all Enemies that are being collided with and then pick the closest one.

    Ultimately, I'm confused as to why this isn't working. Insight would be appreciated.

  • Excuse me while I gaze in dumbfounded awe at the lightbulb that just went on above my head.

    Touch ID VS Nth Touch.

    ...it suddenly dawns on me that these are, in fact, as you just said, two different things. I just assumed they were the same. That the Nth Touch is its ID. That would explain why I was having trouble.

    I honestly did take a look at several of the Touch examples before I even got to work but I couldn't find what I was looking for in the available examples - it's possible I didn't look enough or didn't know which one to look at. Anyway... I will keep that in mind when I later implement Touch in my project. Things are working now as I have them but I'm not done yet with my Touch controls...

    I'm quite certain now that you're correct about it being a bug in my events.

    Thanks for your time and patience!

  • R0J0hound

    I tried to isolate the problem further...

    I set it so that it checks if any Touch ends then set the Touch_ID value to -1 (I made the initial value of Touch_ID to be 0 in this test).

    This basically ignores the On Touch condition for now.

    And...it worked. So, my novice understanding of things leaves me with a couple of conclusions:

    1. On Nth Touch Ends is failing to register or recognize the value sent to it (via Touch_ID).

    2. It has something to do with the fact that the Nth Touch is being held (remains in touch for a time) before it later comes to an end and so On Nth Touch Ends spazzes.

    Shall I submit this as a bug? What do you suppose?

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  • R0J0hound And that's what I thought I was doing.

    I disabled the "while in touch" line so that there's only "On Touch Start" and "One Touch End", calling on the TouchID value. Touch Start works... Touch End never registers.

  • R0J0hound

    Okay! That didn't take long. The specific issue you helped me with did work. But, new problem...and, seriously, I just don't get why this isn't working. I'm still a noob to the Touch-related matters of C3 (always have been since C2) but I thought this was straight-forward enough.

    Per the screenshot...

    LINE 3

    Check when a Touch has initiated and make sure it's on the left-side of the screen. Ensure the global variable Touch_ID is -1. This is to restrict movement controls to one side of the screen. (Controls on the right side need only register a tap...but that's for later.)

    If true, set the TouchXBase variable to the initial Touch.X([layer]) as this will determine how much to rotate the camera through dragging. Set Touch_ID to the Touch.TouchID value as this is the specific Touch ID value that needs to be constantly checked for while dragging is still true.

    (Get the Podium object's angle stored...but that's not important now.)

    LINE 4

    If Touch is active and it's on the left-side of the screen and that Touch ID value matches Touch_ID variable, then update the TouchDifference variable. The difference between Touch.X([layer]) and TouchXBase will be used to determine how much to rotate the Camera.

    LINE 5

    When the Touch of ID value Touch_ID comes to an end, then set Touch_ID to -1 so it's ready for the next control input from a Touch on the left-side of the screen.

    WHEW! I hope that all made sense.

    PROBLEM!!

    When I run it in debug, Touch_ID updates to a value of 1 and TouchXBase updates to whatever Touch.X([layer]) X value is. Everything works up to that point. What doesn't work are the events on Lines 4 and 5. TouchDifference doesn't update and it doesn't register when the Touch.TouchID ends.

    Upon testing the Touch object in debug, I did confirm that it registers an active/held touch (mouse click and hold) and that instance of a touch ends when I release the mouse button. So, something is getting lost in the mix starting at Line 4.

    I'll keep at it while I wait for your reply. Thanks again as always!

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Rhindon

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