codejoy's Forum Posts

  • LOL that got it thanks man!

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  • ahhh so dont make it transparent and make it additive? i might of been missing that let me try that...

  • I guess it is odd to me cause it seems like one layer covers up the other...regardless of the kind of tiled sprite thats over them?

  • Okay I think I got it by converting the black to alpha channel. the problem now is scrolling the layers. I have my main game layer with my objects... and then two more layers far back layer (with slow parallax) and a medium layer with a bit faster parallax. Problem is I am using a tiledBackground object for each, and I think its covering the other layer up (even though there is transparency. Not sure what I need to do or if this is the right away. I wanted larger stars to scroll past you faster than smaller ones to scroll past slower. Thinking I could have a png with large stars in it and transparent bg, on top of another png... Its like setting the layer color takes over and you cannot get a transparent channel there, even if you have a transparent png. is there something I am missing getting a full tiled background of a png with white stars and transparent everything else to show up over a background png thats transparent but whose layer is set to black?

  • yah but how to make the art, ideally i need a tile background with just a few dots (larger and smaller) for stars right?    mostly the background I pick should be transparent bg except for the stars themselves?

    (at odds with this link here

    gimpusers.com/tutorials/starfield-tutorial)

    which requires the background to be black... so I guess can you make starfield as long as the bg is black, but then having multiple layers of it wouldn't be possible?

  • So I saw this tutorial:

    gimpusers.com/tutorials/starfield-tutorial

    I know this isn't directly related to Construct2 but I was hoping to use this method to make a scrolling starfield. I must be barking up the wrong tree and was wondering if someone was here before. I figured I could just do something like the tutorial above, but they all require a black background... i think at some point I need a background that is transparent, alas I cannot build that noisy background with a transparent background. So I am stuck how does one build the graphics for a scrolling starfield? I realize there might be a dynamic way to do this in 'code' but thought I could just build some layers for the parallax...

  • I do have multiple layers but I want parallax... i wish it made it like continuous which probably wouldn't be trivial to do. Oh well...

    maybe ill just lock down the world.

  • if i have an object that the camera is scrolling too, is it impossible to use wrap as well? cause when I have them together and i got the screen wonkyness can happen, mostly jitteryness and it never really wraps if ever...ideally it would be seemless?

    Anyone know how to make a bit one sprite go from left of the world to the right of the world and yet keep the camera scrolling left.

    This might be just impossible to do or some way to fake it without the wrap not sure as it seems the wrap functionality was intended for one screen ?

  • yah I did say prevent rotation, but I could see where other rotation bumps i would want it to rotate, just not when I add an impulse to it. But for now if i make it a bounding box instead of leaving it as what it loads in, (a rectangle) it seems to work fine for now. Thanks again!

  • Okay you are the man thanks! That is slick. I will incorperate this and try to figure out also how to get my ship to stop spinning when I add an impulse to it. If i make the collision a bounding box it works, but if i leave it as the rectangle then I cannot figure out how to get my center of mass to make it add the impulse to that...   They said in release 61:

    "Physics: entering 0 for an object's image point now means its center of mass, rather than the actual object origin. This is so applying a force at image point 0 does not cause the object to rotate, which is usually the intention."

    But I have that on a rectangle and it seems to still make it rotate.

    scirra.com/construct2/releases/r61

    So still investigating this,b ut the wall stuff is EXACTLY what I need. TY!

  • hey thanks for this this helps. What I actually have in mind...might not be possible.

    I want a huge world scrolling camera that follows the player (world limits makes u warp to the other side) but every so often LOCK the camera down with an artificial boundary (like the one you describe above) and have the player (and other stuff) bounce around with in it for a while... though not sure how I would figure out the edge of the current screen and add the solids there dynamically. But thanks for this post it helps!!! just gotta think in construct2 to land and figure out how to make things a bit more dynamic.

    Its really figuring out what the camera edges is...then think i could set the four solids to those extends on top bottom left right. NO clue how to do this.

  • actually i fixed this by changing the collision poly of the ship to be a bounding box. A quick fix to be sure but works. Now wish I could make the physics object bounce off solids and off the edge of the world.

  • I have a physics based sprite that is moving around according to the direction its pointing and the impulse applied (currently I guess my sprite isn't rectangle so the impulse applied makes the sprite start rotating.

    not only that, i want to have the sprite bounce off the walls when it htis the boundary. Currently I did ad the Bound by behavior to the object...and it does stop the sprite but doesn't reflect it back...

    I am guessing there is a better way to do this?

  • bumping this cause I am not sure where to go from here.

  • Or is there another way to utilize the center of mass?