Dancingsunrise's Forum Posts

  • This is pretty weird. Are there any effects on this sprite? Perhaps "Alpha clamp", or something similar?

    Can you still see the shadow in Construct editor?

    I solved the problem, making the variable static, I was so stupid

  • This is pretty weird. Are there any effects on this sprite? Perhaps "Alpha clamp", or something similar?

    Can you still see the shadow in Construct editor?

    It has no effect, I put it on my UI layer, using the event table as shown

  • As shown in Image 1, this is my original instance image, created in Photoshop with a shadow effect. In Image 2, the instance created through an event has lost its shadow. What should I do?

  • There are a few addons you can try:

    https://www.construct.net/en/make-games/addons?q=shadow

    But it may be easier to create these shadows in Photoshop.

    Thanks

  • As shown in the img, I want to create a projection effect similar to Photoshop for my buttons, various interfaces, and text to differentiate them from the background for better display.

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  • If you are utilizing a translator then it has made your question confusing.

    I can’t read the language in the picture so here is your events written with “white”, “grey” and “variable” instead of your language.

    For each white
    Trigger once
    White overlaps grey
    — white: destroy
    — white: set variable to 1
    — white overlaps grey
    — — white: destroy
    
    Every tick
    White: variable=1
    — white: destroy

    Instead of all that, wouldn’t this work to destroy white when it overlaps grey?

    white: overlaps grey
    — destroy white

    But maybe you’re trying to do something else. Also, I should point out that you probably never want to use “trigger once” in a loop.

    You can see that I used multiple instances of "white: destroy" because none of them worked. White passed through, and I need white to be destroyed when it touches grey.I found my mistake, and now I will remove the trigger once.

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  • A round white bullet is shot out and overlaps with the enemy, but it is not destroyed, but passes through the enemy. Removing the trigger once can destroy it. This is why.

    Tagged:

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  • "$" & round(Cash * 100) / 100 & (Cash % 1 > 0 ? "." & round((Cash % 1) * 100) : ".00")

    You try "$" & round(Cash * 100) / 100 & (Cash % 1 > 0 ? "." & round((Cash % 1) * 100) : ".00")

    I'm a noob, so I can't guarantee it's correct.

  • Using the Move To behavior, if I just move one object, it can push the other object normally, but when moving two objects to a point, they overlap on the road. I have added entities and physical behaviors to them, but it doesn't work. Is there any solution?

  • > > > > Use the condition called "Is overlapping at offset".

    > > >

    > > > My two objects are circles. If I use "Is overlapping at offset", the offset point XY can only detect one point. Is there a convenient formula? What I am using now is to compare the two values ​​​​distance (friendly circle.X, friendly circle.Y, enemy circle.X, enemy circle.Y) < (friendly circle.Width / 2) + (enemy circle.Width / 2).

    > >

    > >

    > > If you don't need to check at offsets then you should always use the normal condition:

    > >

    > > "Is overlapping another object"

    > >

    > > You will probably want to adjust swell the collision points of the circle if you need it to be 100% accurate instead of a Square box.

    > >

    > >

    > > If you need to check the offsets, the manual can help you in how it works:

    > > https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-conditions#internalH1Link10:~:text=Is%20overlapping%20at%20offset

    > "Is overlapping another object" is useless. These two objects use the "Physics" behavior. The "Physics" behavior can set the collision boundary to a circle. They cannot overlap and can only push each other. The manual shows that offset cannot solve this problem. there is no better way than to detect the distance between the two.

    I missed your second post where you mention the Physics, I apologise:

    My answer was for non-physical objects.

    If both objects have the physics behaviour then indeed the overlaps check will not work, as it will resolve the physics collisions first and push them apart, and by the time it checks for overlaps, it is too late.

    1-Distance check is a great alternative.

    2-You can also use invisible colliders as an alternative:

    Here is one example:

    https://www.dropbox.com/scl/fi/pq3f2ne6q2sjngo020bxp/1-Physics-Overlaps.c3p?rlkey=0pues73jekqf4fzyzdttl3q3w&dl=0

    Invisible colliders are really useful and are great for irregular shapes. Thanks for your reply

  • > > Use the condition called "Is overlapping at offset".

    >

    > My two objects are circles. If I use "Is overlapping at offset", the offset point XY can only detect one point. Is there a convenient formula? What I am using now is to compare the two values ​​​​distance (friendly circle.X, friendly circle.Y, enemy circle.X, enemy circle.Y) < (friendly circle.Width / 2) + (enemy circle.Width / 2).

    If you don't need to check at offsets then you should always use the normal condition:

    "Is overlapping another object"

    You will probably want to adjust swell the collision points of the circle if you need it to be 100% accurate instead of a Square box.

    If you need to check the offsets, the manual can help you in how it works:

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/common-features/common-conditions#internalH1Link10:~:text=Is%20overlapping%20at%20offset

    "Is overlapping another object" is useless. These two objects use the "Physics" behavior. The "Physics" behavior can set the collision boundary to a circle. They cannot overlap and can only push each other. The manual shows that offset cannot solve this problem. there is no better way than to detect the distance between the two.

  • Use the condition called "Is overlapping at offset".

    My two objects are circles. If I use "Is overlapping at offset", the offset point XY can only detect one point. Is there a convenient formula? What I am using now is to compare the two values ​​​​distance (friendly circle.X, friendly circle.Y, enemy circle.X, enemy circle.Y) < (friendly circle.Width / 2) + (enemy circle.Width / 2).

  • The collision can only detect the one that it hits.They use physics behaviors and cannot overlap