bowiz2's Forum Posts

  • As far as I know, there is no while loop for Construct 2. Is there any chance this can be implemented in a future release? Or is there a tutorial or some easy way to make a while loop using the loops given?

  • What (in your opinion) is the best place to host a Construct-Made game? I don't mean just throwing it into DropBox and linking the index.html file, is there a free web host that allows you to do the same, except with the game embed in the page?

    In other words, have the game on a website instead of DropBox, preferably free.

  • You can move this post if you need to of course, I just think this is the best place for it.

    I just have a simple question: If I buy an Early Adopter License, does that give me a sort of premium account, or just a full version of the program? I was wondering because if I change computers, would I have to buy it again or not?

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  • That didn't work for me, but it doesn't matter. I found that if you change from Destination Out to Destination In (on the lightcell of course) it works perfectly fine.

    I know I have a lot of questions, but this thing has a ton of potential so I'm really trying to get the most out of it.

    So my next question is: How can you change the "core" size of the light? By default it seems that the light starts from a single block (and its full strength there) and gets gradually dimmer. The core is that single full brightness block. So how can I change it to be instead of 1X1 to be (for example) a 3X3 core?

  • Yes, there is a notification system for the forum, but it only tells you when someone replies on a thread you started. What if you commented on a post and are waiting for an answer? You wont see it in your notifications. I think that there should be an option to also send notifications when a post you commented on has a new reply. Or maybe do it post by post, like have an option when you reply to be notified from that post.

  • I managed to get it to work somewhat, but instead of being lightest at the center, its darkest. How do I invert it? I think you explained it in your last post, but I still don't really get it. Can you try and explain it as if your explaining to an imbecile?

    Here is the code for the opacity:

    Lightcell--->Set Opacity To min(distance(Sun.X,Sun.Y,Sun.Sight.CurPixelX,Sun.Sight.CurPixelY)/ (10 * 32), 1)*100

  • When I disable it the radius gets really big, more or less the way I want it, but I didn't get what you said about the set opacity thing. I just copied from the example file. What I understood is that code makes it so that the opacity is set in relevance to its distance from the light source, but only up to a certain distance. Is this right? If so, how can I change what the restraint is?

  • Great Ashley! You guys are always 2 steps ahead of me :)

    That'll really cut down on code and time!

  • For some reason when I change the radius, nothing happens. Any ideas why?

    Oh, and I got it working with your last posts :)

  • We're allowed to use royalty free music/sound right?

  • Just another humble post by me.

    I have a suggestion for the next release of Construct 2: Object "Groups".

    Object groups would be something like a variable, you call it once, define what sprites or other objects are in it, and name it. These groups would only be used in the event editor. What a group would be is just a group of objects which can be coded and interacted with as one.

    For example, you have 3 different sprites which all look different and have their own events programmed into them (like special attacks and such). But there are some events (such as collision for instance) that they all do the same thing (e.g die). You would put these sprites in a group, name it ("monsters" perhaps), and then add a new event with the group Monsters just as you would add any other kind of event to an object (e.g Monsters on Collision with Bullet -> Destroy Monsters). Of course, it wouldn't destroy everything in the group, it would destroy just the current monster.

    If you dont get what I mean, just ask.

    If this is already implemented and I dont know about it, please send me to a decent tutorial.

    Thanks!

  • Actually, in the actual program, the dirt is 32x32. About the destination out, in the demo project, its set to XOR. Your talking about the LightCell, right?

    Anyways, I fixed what you told me to fix, and it still doesn't work...

    Problem, Again

  • Thats not exactly what I meant, but it did give me an idea for something else :D

    Anyways, what I meant was to actually CREATE the tiles in certain area all at once.

    For instance I have a 2048x2048 layout and want to fill it automatically with 32x32 tiles (all the same or different, it doesn't matter), without resorting to going line by line (generating another tile 32 pixels ahead of the one before, then when reaching the end, go down 32 pixels on the Y axis and repeating).

  • Hi again!

    I have yet another question: How can I take a sprite (or multiple sprites) and place them all at once in a big square or rectangle, much like a tiled background except with separate sprites.

    I have managed to do so by making a very fast "Every X Seconds" event which places the tiles row by row, but I was hoping there's a way to do it instantly.

    Thanks in advance <img src="smileys/smiley1.gif" border="0" align="middle" />