eli0s's Forum Posts

  • imothep85 , hehe, obviously you feel more comfortable than me around this kind of processes. I've seen some of the example .capxs and they are too occluded for doing even the most basic stuff. I understand that loading a model is simple enough, but this doesn't get me anywhere by it self. On the other hand, controlling the camera in a useful and dynamic way does complicate things a lot! Especially with rotations, since in 2d we only need to care about 1 axis and in 3d there are 3 axes, with gimbal locks and what have you...

    Anyway, I nagged enough already, good luck with your flares!

  • imothep85 ,

    The lens flare is on an other topic, I have the capx attached on that topic so you can see how it was made.

    While I've bought the Q3D plugin, I haven't had the chance to use it yet, I find it to be too complicated for my comprehension and I am waiting stoically for some kind of video or written tutorial - manual - practical examples. So, I can't give an intelligent answer about it. Having said that, my guess is that you can overlay-underlay the effect on different layers, since there seems to be a mode in Q3D that takes into account the layer order and respects their rendering order from top to bottom.

  • Toddler ,

    You are right, it seems like there isn't a difference between "on collision" and "is overlapping+Trigger once". I don't feel like this makes the "on collision" superfluous", I find it to be just an other way to reach the same goal.

    Thinking like this, I find the onMouseOver/out triggers a logical request.

  • On any condition that fires continuously, like the "is over object", you can use the system's condition "trigger once while true" (add it as a second condition on the same event).

    This way, in essence, you convert it into a trigger event.

  • I don't get what will you gain from this extra destroy mode. Unless you have a gazillion particles running around at 0 size and perhaps there will be some performance improvement, otherwise, visually there is no difference at all!

    I would very much prefer to see an option for randomizing the timeout and the initial angle for each particle instead. Those options play a crucial part visually on the software you mentioned.

  • There is no path tool in C2. There is a plugin that supposedly lets you create paths with events but I am not sure if it works with the current versions of Construct or how reliable it is.

    However, I saw rexrainbow's rex_ljpotential behavior and he has an example that does what you want.

    And it's dynamic, not fixed on paths.

    Check it out.

  • A lot of cool stuff in your game! The way the alarm blends with the music, the shadows revealing the text, the 3d walls that are visible when the alarm is off, the scanline effect, the little details on the floor!

    Very good job, I can't believe you pulled this off within 24 hours!

    Bravo!

  • shinkan , Thanks! Damn, only 3 pages long!!! Not going to happen

    X)

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  • shinkan,

    I hadn't even realized that there isn't any rotation (angle) options in the 9patch object!!! Damn!

    +1 on that too!!!

    Tokinsom ,

    I am pretty sure the topic that had the discussion about the Sprite object having tilling options and that perhaps it should replace the TB object had a lot of attention. I can't find it though, so I can't confirm how many pages long it was

    It's petty that we haven't had a word about this subject since then.

  • Tokinsom, is your hunch for this not happening an educated guess (you know something that we don't), or you are talking just from experience, since, for example, we already asked for the Spite object overhaul (that would support tiling and could replace the TB object) and after all this time we haven't heard anything about it?

    :-O

  • Hello Ashley ,

    I was wondering about the ability to use the same 9patch object to dictate different states, like mouse overs on buttons or other highlighted stuff.

    In my case, I want to make word balloons that will differ in regard to their content. One balloon will represent talking, an other whispering, yelling, thought etc.

    This is just an example:

    https://www.dropbox.com/s/dsc9yz6cv7ahw ... s.png?dl=0

    It would be neat to use just one 9patch object and trigger which "state" it should display with events, like we already do with the Sprite object. The benefit of course will be that the 9patch will keep the corners un-stretched.

    Thanks!

  • Same topic here

  • This sounds very handy! I hope it's feasible!

  • codah , you can Tab+click and sequentially select objects that are on-top of each-other. Then you have access to their properties. I agree 100% with you however, selecting them from the z-order manager would be much more efficient and streamlined!

  • I just recently tried the tile map object. It was quite difficult to manage with out zooming functionality. Only small maps are handled with ease. I had a 2048x2048 map divided by 64 px tiles and I had to use the scroll bars constantly. Not very practical.

    So, yes, +1