andreyin's Forum Posts

  • Gigatron Thanks so much for your help in the other thread! I've made a custom 16-color palette swapper editing your code. Would it be ok if I made another thread for it? Or should I just post it here?

    Thanks once again, now I can finally make better fade-in/fade-out animations using limited colors like this:

  • andreyin@

    Let's look first color table of nes used in this fx;

    TRY_COLOR (vec3 (000.0, 088.0, 000.0));

    TRY_COLOR (vec3 (080.0, 048.0, 000.0));

    TRY_COLOR (vec3 (000.0, 104.0, 000.0));

    I would like to change this color table by custom then go to here : http://html-color-codes.info/

    Blue like color is ; rgb format 35,65,174.. so edit nes color table

    TRY_COLOR (vec3 (035.0, 065.0, 174.0));

    for red

    TRY_COLOR (vec3 (255.0, 000.0, 000.0)); etc.....

    Try to play like this and look the result ...

    Regards

    Thanks for the help! My biggest trouble was getting around the dithering effect but I found out what to delete.

    Thanks again!

  • I did the way you said and works like a charm now!

    But why? Isn't the common way supposed to work too?

    It's not supposed to. I'm not sure but I think it depends on your code and how your variables are set up. The text object is made only to display text, so you can use str() to convert anything into text.

  • Instead of using "set text to baseDeus01.vida" try using "set text to str(baseDeus01.vida)"

    If the vida variable is a number it should work if you convert it to a string to use in the text object.

  • A solid object means it is solid only for other behaviors, no the physics one. If you want a solid physics object you have to add the physics behavior to your object, then change the Immovable property to "Yes".

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  • Gigatron I've been trying to edit your NESify effect to add a custom palette, could you help? is it even possible?

  • Exactly what blackhornet said. The first sprite created is the main sprite that all instances copy default atributes from. If you notice, in your example, if you change the right sprite's width instead of the left one, only it will rotate.

    When you tell C2 to "create a new object" it really just copies the object from this first instance to use on the others.

    Now, instead of coding you can just create a new layout called "repository" (or whatever you want it to be called) and have the first instance of your sprites be there (to be sure they're the first instance you'll have to delete all other instances from your project). I do this for all my games and I always recommend it.

    After that you can just copy it to any layout you want, while editing it.

    Alternately you can also pick objects by their IID (instance ID), meaning that in your example, the arrow on the left has IID = 0 and the arrow on the right has IID = 1. So if you do something like "pick sprite where sprite.IID = 0" it will pick the arrow on the left.

  • Thanks for sharing!

    It seems the 8-direction behavior is pushing out the player. This happens because they're actually both the player and the solid background are actually touching each other on the grid, so Construct 2 pushes out the player to the left.

    I don't think using the 8-direction behavior isn't a good way to set this up. I would try using the bullet behavior instead.

  • Could you share your .capx file?

  • You could have a variable that counts how many objects have been created and resets when the layout start.

    Something like:

    tempFirstSpriteCount=0

    tempFirstSpriteUID=0

    ------

    If tempFirstSpriteCount is equal to 0 -> set tempFirstSpriteUID to sprite.UID

    ------

    every 2 seconds -> create sprite

    add 1 to tempFirstSpriteCount

  • Changing them in the Z-order bar should have worked just fine, unless you're creating B first, then A in your events.

    The last object created will always be on top, so you'll have to send it to back or re-order it using code if that's what you want.

  • I'm not sure if these are the same examples from the website but just open C2, go to New and type "particles" in the search bar. There are a lot of examples on how to use particles there..

  • You have to use the Tilemap.PositionToTile event.

    Here's an example for a 32x32 grid:

    https://dl.dropboxusercontent.com/u/238 ... otile.capx

    You just have to compare the tile the mouse was clicked at. If it's -1 it means there was no tile there. You could also compare it to an empty tile if you have one in your tilemap, you'd just change that number.

    if it is empty, it re-positions the sprite to a 32x32 grid. If your grid is different you just have to change both numbers.

  • Thanks for this effect! Is there any way to remove the dithering effect? I've tried editing the code but couldn't get it to work..

  • MadSpy will workshop support be only for the full version?