DeathViperCtns's Forum Posts

  • Problem Description

    The shadow light object casts a non infinite shadow when height = 0, and the shadow also scales with the window in relation between the distance between the shadow light and the shadow caster

    Attach a Capx

    ge.tt/4dgFRkm2

    Description of Capx

    Its avaible for 30 days, the capx shows how the light, with a height of 200, casts a shadow only up do a certain shadow length, it also casts the shadow up to a certain part of the window, so if the shadow covers 1/3 of the window, when zooming out it will cover the same ammount of window

    Steps to Reproduce Bug

    • preview the capx on any browser
    • it adds height to the wall every tick, just sit and watch
    • if you press A it will zoom out, you will see how the shadow length is measured in % of the screen and not in pixels

    Observed Result

    the shadow will not go beyond a certain point no matter the height, it can be patched by not letting the light get close to the wall, but its not a fix to the problem

    Expected Result

    with height 0 the shadow should go, at least, further away than the window, Im not sure if the shadow being cast according to how much of the window covers rather than how many pixels was intentional, but imo it shouldnt work like that? like this, the shadow light and caster combo dont work correctly

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)

    Operating System and Service Pack

    ____ Windows 10, dunno the service pack ____

    Construct 2 Version ID

    ____ r246, free license ____

  • Thanks ashley, what about the free license, the 100 event limit is still there? or are there different/new restrictions?

  • are the full changenotes somewhere to be found? or do we have to ask in the forum?

    Im finding it a real nuisance that I cant just copy paste sprites from paint.net to C3

    also, whats are the limitations with C3 free license? Im a student so I cant really pay for 100$ a year, thats a lot in my country, so I have to stick to the free license, wish I could get more than 100 events tho

  • the problem wasnt the parallax, just the layer, dunno why it happened but changing it from background layer to MC layer and sending to bottom fixed it, it also fixed the pixel stars, It is a ludum dare (was) so I cant give full quality on everything from scratch, anyways, thanks a lot, those were the problems

  • bleh

  • it aint, I already checked, Im not so new to c2, and the background is still a problem, it wiggles and giggles, and it isnt moving or rotating, its changing its shape

  • Im having 2 problems out of the blue

    htt <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> p://ge <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> .tt/9OB <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> Mdoj2

    remove smilies

    when I right click target sprite is spawned with a weird offset, looks visually wrong

    when the camera moves the background starts giggling and messing itself up, whats wrong with this?

    too bad that I couldnt finish the game before ludum dare 38 finished :c

  • yeah, I give up, tilemap with shade caster is too flawed to use, Ill have to use big ass squares for it to work properly

  • I know it works like that, but Im looking for a smooth shadow with tilemap, and it seems its not possible, no one knows how to bypass the small space between tiles?

  • htt #p://ge #.tt/81I #zMhj #2

    capx file, remove the space and # and you have the link

  • Im making a game that uses tilemaps for the walls, if you guys go, make a tilemap, give it the shadow caster property and make a fine 8*(8*x) line and put a light next to it, it will look fine, but if you give it a 1 radius, you can see how the light is going through the small spaces between tile and tile, it gets worse the bigger the radius

    is there a better solution than using one long rectangle to block light or copy/paste the shadow caster tilemap and move it 1pix to the left and up?

  • I dont know, I would like for it to have no rotation but animation change, like giving the enemy 5 lines, when the player overlaps one of those line he will change animation to an animation where he aim towards the end of the line and shoots, since the player is touching that line the bullet will touch there, Its kind of complicated, and the mechanic goes more than there, the idea is that he only sees to straight 2 sides, that means 32 pixel behind him and 160 pixels in front of him, in 2 cones of 10°, the other 3 cones that are the diagonal cones and upwards cone are inactive so it wont trigger an alarm,

    any ideas for making this? besides using an event that goes ''Enemy>on collision with sightcone = sightcone > pin to enemy" and ''enemy > is on screen = spawn 5 sightcone'' because I dont own c2 so Im really limited with everything

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  • Im making a platformer shooter, with an advanced aiming sistem for higher level enemies, how do I make this kind of line of sight so the enemy can detect where the player is and be able to use shoot like that?

  • well, I cant give the capx, Ill try to explain further

    its a game where you dont fight back with violence, but rather sneak out and deactivate drones peacefully

    when an enemy spots you, he shoots a laser bolt at you, if you toggle your shield, you will acquire the laser bolt's angle of impulse and half of its impulse, thats fixed, but I cant figure out this

    I would like for the player to be able to solve puzzles by bouncing with the shield, its a bubble shield, so when you deploy your shield you wont bounce, but if you collide against a wall at a speed, you will bounce off that wall, like a bouncy ball, I tried using the bullet's ricochet behaviour, but since it requires an angle of motion, it gets annoying to control

    Any ideas?

  • someone? I got the behaviour of knockback when getting hit by a projectile, but I cant get it to correctly bounce against the floor