currypuff's Forum Posts

  • Anyone got any idea about how to do this?

  • Thanks for replying.

    While I did learn some stuff I didn't find what I was looking for.

    To be more clear, a very bright like with an entity blocking the lights path, not just a light and a shadow like you would get with a normal shadow caster.

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  • Does anyone know how to create this lighting effect. I imagine it would have something to do with the shadow caster behaviour, light source, an overlapping 'ball of light' sprite and blend modes. So far i haven't been able to recreate it, hopefully one of you can.

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  • Thanks so much, it's pretty obvious why it wasn't working now. Going to have to ask just out of curiosity, what was that 'ahem' bug in the first capx that was logged in the browser, what does that do?

    But again thanks for clearing this up for me.

  • https://www.dropbox.com/s/w2gm4znmqopvxcu/Demo%20capx.capx?dl=0

    Here is a very simple capx demonstrating how setting the animations though the enemies platform.vectorX speed doesn't work with multiple enemies. This is where it needs a linking system to separate different enemies. Hopefully you can understand the problem from what I've given you.

  • I'm using the platform behaviour and just realized I could use overlapping at offset to jump before the enemy is at the wall. However, I still need to know how to link parts together, I think burvey has the right idea with some sort of variable system, I just don't know what to do.

  • The enemies in my game are composed of multiple parts, they are in a container so when the body spawns everything else spawns with it. Is there a way to 'link' these enemies parts together so when a certain detector sprite is triggering the enemy to jump only the triggered one will jump. (Them being in a container doesn't link them together either.)

    I.e. JumpDetector on collision with Wall | Enemy simulate control Jump.

    Normally this would cause every enemy to jump but I only want the right one to jump.

    What could I possibly try that would link all of the enemy parts together when spawned.

  • If you put the three objects into a container they will all spawn when one is spawned.

  • I've tried making enemies which compose of body, hair, shirt and pants sprites. When spawned all sprites are pinned to the body and randomised and coloured to make different looking enemies. The body is in a container with the other sprites. The problem is animating the enemies, only the body has the platform behaviour which is 'controlled' by the a.i. events. Setting the movement animations for the enemies is reliant on the platform x vector speed. I thought because the sprites were in a container with the body if I tested for the sprites 'speed' relative to the bodies speed it would work but it didn't. Does anyone have any idea how to pair a certain body to the 'sprites' on it so I can control its animations?

  • I don't know if this would help but have you tried 'flipping' the sprite instead of having -height, it could be a possibility that the negative height might mess with the platform behaviour. Don't know if this will help, thought I might as well just say just in case it does...

  • After trying some stuff I've hit a problem. I can successfully test if a single enemy is walking and animate accordingly but with multiple enemies it doesn't work.

    The enemies are made of a base 'body' where a hair, top and pants sprite are pinned (multiple sprites for different colours and styles of enemies.) The body is controlled by the platform behaviour while the clothes and hair are pinned to the body. I can't just test the x velocity of the body for clothes and hair as it just takes it from the first spawned enemy. (e.g. If the first enemy is at a wall not moving another enemy which is moving will play a still animation for its clothes and hair.)

    Is there a way to link the speed of one sprites to its own components, or is there an easier way to go about this. (btw the body and its clothes and hair are in a container together.)

  • Thanks 99instances2go.

    That's exactly what I needed, just skipped my mind that I could do that.

  • I am attempting to make A.I. for the enemies in my game. The enemies have line of sight and platform behaviours. I need to know if there is a way to test if they are moving left or right. I thought that there would be a test for X vector in platform conditions but I didn't see it. Please help because I can't really progress with their A.I. until I figure this out.

  • Problem Description

    My game is rendered with linear sampling in the construct 2 preview, everything appears as it should be. When exported to NW.js some (seemingly) random sprites appear blurry.

    In the construct 2 preview (left) vs In the NW.js exported project (right)

    Attach a Capx

    Capx: https://www.dropbox.com/sh/p5wm2dkprefg ... 37ZMa?dl=0

    Exported project: https://www.dropbox.com/sh/jz1k2m3by9cj ... BPdia?dl=0

    I added my exported project so you could see if when you export it, it has the same results, maybe its a problem with the capx.

    Description of Capx

    A 2D platform shooter game.

    Steps to Reproduce Bug

    Export project to NW.js (png compression setting don't affect results.)

    Blurriness can be seen in some particular sprites.

    Observed Result

    When previewing the project in construct 2 everything appears as it should. When the project is exported in NW.js (trying different png compression's doesn't change anything.) some sprites are blurry while some remain sharp as they should. The whole sprite isn't affected, it may only be some frames in the animation (firing the minigun weapon shows this as the first 'charge' frame in the animation is blurry and the second frame is sharp.) In the game you can alter the zoom level by holding down shift and scrolling, for some reason when at the highest level of zoom the blurry sprites are rendered as they should be, but i dont know why.

    Expected Result

    All sprites should look as they do in the construct 2 preview.

    Affected Browsers

    Works fine in all browsers, blurriness appears when exported to NW.js

    Operating System and Service Pack

    Windows 10 home 64-bit

    Construct 2 Version ID

    release 239 (64-bit)

    I think this bug may be part of this release as this problem didn't arise until i updated the game to this release. (I think)