anttiperala's Forum Posts

  • 10 posts
  • I believe it's using an effect called Mode 7:

    en.wikipedia.org/wiki/Mode_7

    There seems to be an addon for Construct for creating the effect:

    construct.net/en/make-games/addons/623/rex-mode

  • Thank you very much!

    Nice to see that it's even simpler than I thought!

  • Hi!

    Thank you so much for your reply Ashley!

    I made a better demo and uploaded it to DropBox:

    dropbox.com/s/z3itdj0ulrpqk41/cssRotationExample.c3p

    Can you see how the door graphic added dynamically jumps all over the place when the browser is resized? But if you uncomment the last CSS rule in the CSS file, then it will stay properly in it's place.

    Did I understand you correctly that there would be a better way of "anchoring" the dynamically added door element to the rest of the sprites?

  • Okay here's how I made it work realiably:

    -Set the image points of elements to their top left corners

    -Create the HTML element at 0,0 coordinates

    -Take the Construct editor coordinate of the target object (to which you want to attach an HTML element)

    -Divide the x coordinate with 16 and the y coordinate with 16 in order to get em's

    It would be really nice to have some built-in way of "anchoring" HTML elements to regular object instances!

  • Okay if I give the circle element this CSS, then it seem to stick to the center of the cube:

    #insert{

    width:10em;

    height:10em;

    position: absolute;

    left: 32em;

    top: 16em;

    }

    Next I will try to figure out the formula to accurately convert the pixel position from construct to em's.

  • Hi!

    I really love the possibility of using 3D CSS animations in my games using the HTML element plugin.

    Everything else seems to work at the moment, but I haven't figured out how to make the added HTML element follow the rest of the sprites when they adapt to differently shaped browser windows.

    Here is an example file:

    file.io/Ogmz3YGmKC5c

    In the example, how can I make the circle follow the position and size of the square?

    Tagged:

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  • Is it possible to construct a dynamic instance variable reference.

    Let's say an NPC has instance variables with the following names:

    Dialogue1

    Dialogue2

    Dialogue2

    It also has an instance variable called DialogueState, which stores the name of the current dialogue to be written (for example Dialogue1).

    Is it possible to refer to the Dialogue1 instance variable based on the DialogueState instance variable? In other words, can I construct the instance variable reference dynamically using DialogueState to determine which instance variable I want to take the value from?

    Tagged:

  • Hi!

    I'm trying to use the Tween behavior to animate sprites appearing from zero size to full size. Is there a way to set the image point used for the tween? At the moment the main image point of the sprites is in the top left corner (to help me position them easily in a grid) and this affects the tween behavior negatively.

    Tagged:

  • Hi!

    I'm really happy about the new timeline feature but I'm having some trouble utilizing it properly in my game.

    I would like to animate an explosion in which I move various sprites away from the center. I know how to create the timeline and set the position keyframes so that the sprites move in the desired fashion. I know how to trigger playback for this animation from the event sheet. But here's the part I can't seem to figure out on my own:

    I would like to have this same animation appear in various locations in the game. For example I want to play it back every time I touch the screen and I have it originate from the Touch.X and Touch.Y. How would I do that?

    Thanks!

    Tagged:

  • Hi!

    I can't find the "advanced audio supported" condition anywhere in the audio object conditions. Is this because of an educational license? If we open up the "Microphone input example" demo, we can see this condition being used, however double-clicking on that condition will not show a condition called "advanced audio supported" either.

    So the question is: how can we find the "advanced audio supported" condition for the audio object?

    Tagged:

  • 10 posts