dop2000's Forum Posts

  • It's not easy to make such nice and smooth trail effect with standard features in C2. You would probably need to draw it on Canvas or use some other addon/effect.

    You can make a simple trail effect by pinning Particles object to your sprite. Set particles speed to 0 and other properties as you like.

    Try searching this forum, there are lots of posts about this.

  • Noah. As I understand, this color wheel only shows colors with 100% luminocity, you also need some slider control for luminocity/brightness.

    .

    Here is how to make HSV color picker:

    Clicking on the bottom sprite gives you Hue number (from 0 to 360), you need to measure the relative distance from the left of the sprite.

    Clicking on the top sprite gives you both Saturation and Value numbers (from 0 to 100).

    In the above example I got H=157, S=86, V=70

    After converting to RGB: R=25, G=179, B=120

    .

    There are two tricky things:

    1. After clicking the Hue sprite you need to read clicked pixel color and update the SV sprite with the same color. SV box actually consists of 3 sprites on top of each other. Solid white sprite at the bottom, with "Set color" effect. And two gradients on top of it, you can make them in Photoshop or Gimp - one horizontal gradient from transparent to white, and a vertical gradient from transparent to black.

    2. Converting HSV to RGB requires some math. You can find it in google.

    Or you can simply read RGB color of the clicked pixel the same way as in NOAH's example with Drawing Canvas.

  • And probably will never be. Your best shot is to port that addon.

    Another (long and complex) option is to make color picker yourself. On your screenshot you have two sprites: saturation+value and hue. By clicking them you can select H+S+V values for a color, and using some formulas convert them to RGB.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • C2 plugin:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-color-picker-79924

    (working download link in comments)

    Maybe you can find someone who can port it to C3.

  • Yeah, that's why you should include more details about your game - it's a completely different problem.

    You need to z-sort the player and grass sprites. See these posts:

    construct.net/en/forum/construct-2/beginners-questions-19/walking-around-object-effect-138574

    construct.net/en/forum/construct-3/how-do-i-8/create-2-5d-tree-order-effect-141176

  • Are you making a platformer game?

    Remove Solid behavior from the grass sprite, and use a different Solid object for the ground (it can be invisible).

    Or change grass collision polygon like this:

  • LukeW Funnily enough, it also depends on the order in which you add objects to the folder. If you take the example I posted earlier and place all objects into a folder, three sprites first, and then the Text object, then the text will not be lagging.

    But if you put Sprite3 last, one text instance will still be lagging.

  • You should check out these templates:

    Platformer - shows basic mechanics, mirroring etc.

    Kiwi Story - you can use it as a tutorial, it has all the building blocks you need to make a complete platformer game.

    Also, there are lots of examples in the tutorials section:

    construct.net/en/tutorials

  • You can also use Sine, Tween or LiteTween for a nice easing effect.

  • What do you mean you labeled it as "Platform"? Did you add Platform behavior to it?

    I suggest you start with tutorials and templates. There is a game template "Platformer", open it and see how it's made.

  • Grimmy You are doing something wrong. See this demo, try dragging the blue sprite:

    dropbox.com/s/sez72gozmagqipl/PinMany.c3p

    Objects were created in the following order: Sprite, Sprite2, Text, Sprite3

    As a result, Text pinned to Sprite2 doesn't lag. Text pinned to Sprite3 is lagging.

  • Actually, it's possible to double-pin (and even triple, quadruple, quintuple..) and avoid the lag. You just need to make sure that every next pinned object was created after the object it's pinned to.

    So if you have Sprite2 pinned to Sprite1, and Sprite3 pinned to Sprite2, they will move without lagging as long as Sprite3 was created after Sprite2.

    Seems like only the object creation order is important (not the instance UID or object name).

    If you are pinning instances of the same object to each other, then I guess they need to be pinned in the same order you added them to the layout (by their UID).

  • I'm guessing it can't access the image, because in preview it's in the "files" folder. Try changing to url(files/button.png)

    Why don't you make the button with a sprite? It's so much easier!

  • Glad it worked! One last piece of advice - don't name your variables "someVar" and your objects "Sprite3" :)

    As you project grows bigger it will become more and more difficult to manage, so better organize everything correctly from the start.

  • You can also do "Repeat min(someVar, 25) times"