blurymind's Forum Posts

  • RamPackWobble

    Can you share with me the Line of sight hack to get this flashlight effect? I would much appreciate it.

    Without a capx file I have no idea how you did it exactly

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  • I just found out that construct 1 has some features that are not available in construct 2:

    sourceforge.net/apps/mediawiki/construct/index.php

    Would it be possible to port this behavior to construct 2? Currently this is a commonly requested feature and people have found multiple dirty hack ways to do an implementation. But the implementations are not ideal.

    I want to be able to use as a condition IS PLAYER OVERLAPPING SHADOW.

    The CANVAS plugin approach simply draws the shadows. You can not use the shadows as a gameplay mechanic (for stealth or health)

    There is another dirty hack that is too expensive on the cpu- using the LINE OF SIGHT behavior combined with lots of shadow pixel sprites.   <img src="smileys/smiley5.gif" border="0" align="middle" />

    It's hard or impossible to do a stealth game without this key feature.

    This is a really old request- since the c1 days old:

    scirra.com/forum/shadow-caster-check-if-object-is-under-shadow_topic39489.html

    69.24.73.172/scirra/forum/viewtopic.php

    there are many more threads with no propper solutions

    If there is a math wizard on this forum, please make the world better for everyone. Have a look <img src="smileys/smiley4.gif" border="0" align="middle" />

  • how about if you want to make the dynamic drop shadows a gameplay mechanic, similar to

    stealthbastard game

    Whats the simplest way to achieve that in construct 2?

  • I want to use multiple torch lights for a stealth game mechanic, where you need to stay in the shadows- in the sense of a platforming game.

    Currently there doesnt seem to be a simple solution to create a cone of light that can get affected partially by blocks.

    It would be so amazing if someone writes a proper plugin for this. There are numerous dirty hacks. The canvas solution doesnt seem to allow for collision detection on the cone of light

  • They've been possible but there is no plugin to make it simple.

    Here is a way to implement it using the canvas object to draw the shadows.

    http://dl.dropbox.com/u/5426011/examples14/shadow_cast.capx

    is there a way to use the flashlight in this method as a colision, for example to use in a stealth gae?

  • is there a way to combine the CANVAS plugin with the LINE OF SIGHT behaviour?

    Is there a way to visualize the LINE OF SIGHT behavior - make it look like a flashlight

  • Hi thank you for the reply!

    You have one example capx file, which can not be opened in the current release version of construct (152).

    dl.dropboxusercontent.com/u/143636437/shadow%20test%203/shadow%20test%203.capx

    Are you running a bleeding edge version?

  • is there a how to or any documentation on how to use this?

    Sorry if im missing something <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I am trying to figure out a way to do 2d spotlights, that can be affected dynamically by sprites in the scene that move - dynamic shadow casting.

    Adding to that I want to be able to use it as a condition when the player is overlapping a shadow or not- so I need to use the dynamic shadow as a colision.

    Is this possible to do without external plugins?

  • swf is a crappy proprietary format. I hope svg kills it one day

  • thats a good point. Toonboom studio also can export to swf. But the exporter is not great- it bakes the tweens an flattens the layers. Plus doesnt seem to support some effects (i think,not sure)

  • this is amazing! Just wanted you to know that owning a copy of Spriter got me to buy a personal license for construct 2. Maybe devs should make a bundle offer when this plugin gets more mature :P

    It's been quite a trip since kickstarter. Well done guys.

    Keep it up

  • this will help you

    examplevery nice. This seems to work with the scrollto behaviour

  • the formula doesnt seem to work when the player is being flipped with the mirror function