Ashley's Forum Posts

  • Since you wanted a suggestion so bad, send your graphics card back to the archeological trench it came from and buy something decent!

  • Does it still happen when you restart your computer? I'm guessing it's crashing when you close it, and for some reason the crash dialog isn't appearing or you're not clicking it away, so the plugins aren't freed from memory, and it can't load them if you restart Construct. So restarting should help, if that's the problem.

  • If it works the first time, then breaks, that doesn't sound like Construct's fault, I think something is wrong with your computer... perhaps antivirus software is intefering?

  • It basically looks like nobody will ever have the right answer. Muahhaha!

  • Either way, I definitely agree the object list should be alphabetically sorted, and folders would help with loads of objects.

  • The wand tool isn't picking the semitransparent areas actually - if you fill them with an opaque colour, then delete them with the wand tool, it clears to absolute transparent. Either way, it's not a problem with Construct I don't think - the images actually contain a faint box around them.

  • Well in my head it's "Sirra", but I guess "Skirra" is fair enough if you want to pronounce it like that It doesn't matter, nobody talks about us in 'real life', heh.

    Originally we were going to be "Scirrus", as in the Cirrus cloud with the Sci- prefix (it's the latin root for knowledge, or something). Scirrus.com was already taken, so a tweak later 'Scirra' was born.

  • I think customising collision masks is on the to-do list, but I don't think it'll be done for pre-1.0. On the other hand, a very simple and effective workaround is to simply use an invisible sprite with your custom collision mask drawn, always set it to the parent object's position, and test collisions with that instead. If you put the two objects in a container, the object picking in events even works exactly as before.

  • Arima: Penumbras are on the todo list, theyre a little bit trickier to code.

    Attan: Untick 'Transparent' in the top layer's properties and it renders correctly. I'm not sure why the Multiply effect doesn't like transparent layers, but it should be off anyway for the multiply effect (if you view that layer on its own, it'd be transparency with a white spot on it, which is not how you achieve multiply-lighting - darkness has to be black on the lighting layer).

    Shadow casting objects have to be box shaped - it can't cast shadows off custom shapes yet. So it looks a little odd when you get it rendering correctly still, but that's because the platforms aren't box shapes.

  • Saving is dead easy, the Save/Load to disk action stores the save game data in a file (use an expression like AppPath + "myfile.sav" to store it in the game's own folder). The Quicksave/quickload actions store the data in memory. So you can use events like:

    + On key S pressed

    -> Quicksave

    + On key L pressed

    -> Quickload

    Press S to save, L to load last quicksave...

  • I don't have MMF2, so you'll have to come up with another way to describe the effect!

  • Yeah, you can just put in multiple light objects, but you won't get anything very useful unless you play around with opacity. In this example, I use two lights, each on their own layer with 33% opacity, so the only darkened areas are where neither light can reach. This doesn't use any pixel shaders.

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  • You could upload a .cap with a few of the sprites somewhere so we could take a look. I'd guess that you imported sprites from files that have a very light semitransparent background, or you accidentally used a semitransparent brush/fill in the picture editor. You could try using the Magic Wand tool to select the background, and press Delete to clear it to transparent - if that still isn't perfectly transparent, it could be a render bug.

  • Use OR conditions between other conditions to check if any of them are true rather than all of them, eg:

    + Left arrow key pressed

    OR

    + Right arrow key pressed

    -> Do stuff...

    'Else' can be put in the next event to run when the previous event wasn't true, eg:

    + Left arrow key is down

    -> Do stuff...

    + Else

    -> Do stuff...

    There might be bugs though, so let me know if its not working when you do that...

  • You could also add the subevent:

    + 'X Value' is less than 0

    -> Set 'X Value' to 0

    Or simply use the expression:

    Player: Set 'X Value' to: max(Player.Value('X Value')+(Player.Value('Deceleration')*timedelta), 0)

    Then you get the smooth floating point subtraction which never falls below 0. For small 'Deceleration' values, rounding may cause the movement to stop or become jittery, so you should prefer one of these methods.