dop2000's Forum Posts

  • oosyrag Don't think this will work. There are 3 layers for objects and z-ordering is quite important. Light source may be in front or behind one or multiple objects.

    newt I forgot about this plugin, it may be useful. Although seems like it requires a very special mask..

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  • duplicates of the sprites on layer 1, but with solid colors, you could just zorder the light with solid blue trees and get the same effect, without canvas or blend modes. Probably what your first idea was.

    Yes, but there will be lots of objects like trees, maybe even animated. So duplicating them is not feasible.

  • R0J0hound You can set drawing blend mode in DrawingCanvas, but it doesn't work for pasting objects. It's still possible - I can use the tree as a mask with Destination In to "cut" its shape in a blue rectangle sprite, and then paste both sprites onto the canvas.

    Thanks, this may be a solution. Still there will probably be some issues, because the tree needs to be moved to a separate layer with "Force own texture=yes" settings, this will break z-ordering. And pasting doesn't happen instantly, so the tree will be invisible for a tick or two..

  • I'm using a blue overlay layer with Multiply effect to create day-night cycle. I also have light sources like candles or torches that should illuminate a small area. I put a white circle on the overlay layer and it creates a nice light spot.

    The problem is that the game is isometric and the light source may be partially behind a tree or some other object. How do I erase part of the light spot which is behind that object? Ideally I want to get something like this:

    Here is a demo project:

    dropbox.com/s/qco6vlzisxru9uk/NightLight.c3p

    I guess one option is to put a blue silhouette of the tree on top of the light spot onto the overlay layer. But this will be a lot of work.. Hopefully there is an easier solution, something with a drawing canvas maybe?

    Tagged:

  • Transition to another layer is instant, you can't use lerp for it. What you need to do is change the sprite size before moving to another layer.

    For example: run a Tween that will change sprite scale from 1 to 0.7 over 0.5 seconds, but keep the sprite on its original layer. At the end of the tween move the sprite to another layer using those long expressions to match its position, and restore the sprite scale to 1.

  • To sum it up: C3 moves forward so slowly.

    Nah, this is not true. The amount of new features added to C3 in the past couple of years is mind blowing!

    brushfe

    10-15 votes each will give Scirra a manageable list to consider.

    Maybe I don't understand something, but if Ashley is going to pick 5 most upvoted ideas, why does it matter how many people voted on them? Limited or unlimited votes - in both cases some ideas will get more votes than others, so just pick 5 from the top!

    .

    10 votes limit will be bad for us, because we will not be able to vote on many good ideas. We'll also be heavily influenced by how other people voted. If there are two equally great ideas, but idea A was posted earlier and has 20 votes, and B has just 1 vote, we'll be forced to vote for A, because it has much better chances to get to the top. And because voting for B almost certainly means wasting your vote.

    In my opinion unlimited voting will give much more accurate results.

    If the concern is about people making fake accounts or asking their friends to vote for their sometimes-not-so-great ideas, then again this issue will be worse with limited votes.

  • I'm using this tool to make spritefonts, super easy and quick:

    construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038

  • Normally you can't do it. If you need to save modified data, you save it in Local Storage. So on start of the game check Local Storage, and if it has any data, load from there, otherwise load the file included in the project.

    There are some exceptions - if the game is hosted on a web server, you can use a php script to overwrite json file. In NSWJ export you also may be able to update it, if the user has write permission to this folder.

  • This is not how you do it. You can create hierarchy connections with actions, but you'll have to put them into the same event where you have "Create" action.

    But an easier way is to create connections on the layout - select all sprites, right-click on the parent and choose Hierarchy menu. I fixed your project:

    dropbox.com/s/djxkf57xiry3g2c/hierarch.c3p

  • I would suggest using spritefont, you can even embed this effect into the image itself in Photoshop or similar software.

  • I don't understand why you need lerp here. The object will stay in the same position on the screen, but on a different layer. Maybe you forgot to add "Move to layer" action?

  • I am also repeating myself, but there are more than 10 things that are important for me. And I don't know how is it possible to prioritize them, especially when some ideas are tiny like a tooltip showing tile ID under mouse cursor, and others are huge like scene graph. It's like choosing between a hamster and a helicopter. Of course I'd vote for the helicopter, as many other people would. But this means I will never get the hamster :(

    You can post whatever you want on the new suggestions platform.

    This is good to know, thanks!

  • I think oosyrag suggested you use seeded random in another post. I would probably try that - instead of generating and storing the whole terrain, only generate a small part of it on demand. You can always re-generate any chunk from the seed.

    Of course, if players can modify the terrain, you will have to store the modifications and restore them.

  • Seems like it's a simple 1-d array, it would be easier to edit the header a little bit and load it into the array.

  • Can you post the JSON file? It's difficult to answer your question not knowing the JSON structure.