eli0s's Forum Posts

  • You do not have permission to view this post

  • Colludium , my friend,

  • winsonzhong ,

    DuckfaceNinja ,

    blackhornet ,

    Thank you! I understand now!

    I had made the wrong assumption that local variables act as global but only to a smaller scope. I was mislead to believe that I could add to them in a way that my example was setup, because in the past I used local variables in a loop to advance incrementally some values. But the difference is that the loop runs in a single tick and then it resets. I hadn't realized that.

    Again, thank you all for your time and explanations

  • Can someone please explain to me in a simple way, why I get different results when I use a local from a global variable? This is on two events that should in essence be the same!

    Have a look at the attached capx.[attachment=0:27ffonrh][/attachment:27ffonrh]

    When the starting value for both variables is 0, the local variable doesn't advance beyond 1 while the global variable advances as expected. Even more strangely, while the supposed X value for the Local Sprite advances by 32 on each click, the actual position remains the same, just like the local variable. It's hard for me to explain it in words but if you check the reported values on the Text's columns you'll see what I mean.

    If the starting value is 1, the Local Sprite does move but this is just due to the fact that the local variable gets stuck to a value of 2 instead of 1.

    This is a mess on something that should be really straight forward. What I'm I doing wrong, or what are my false expectations?

  • YEAH! Good job guys!!!

    I wish you the best and from now on I hope to see Spriter get even better and greater!

    Thank you for your amassing software!

  • fisholith , what's wrong with all you geniuses in this forum? Are you trying to make us (I speak for my self) feel even more stupid? Throwing around so casually amazing capxs and having no regrets on how complicated those things are for the average Joe. Have you got no mercy??? Daaaamnnnn youououou jeniuseeeeesss! ! ! ! ! ! - a lot of echo- ! ! ! ! !

  • korbaach , hehehehe, add to that a timer and a score and we have a simple game already

  • iwindows , unfortunately I can't find a way to achieve the same result with the Bullet behavior. You can add a speed and an angle of motion upon collision with the walls, but the tricky part is to make a bounce depending on the angle of motion that each Ball has. I never quite understood how to do that, perhaps someone else, more clever than me can add to this.

    As for the Sine behavior, I think that this will only make things more complicated. Either find a way to apply a speed and an angle of motion with the Bullet behavior, or use Physics that does the calculations for you.

  • korbaach , hahaha, very creative!

    I've added an extra... gameplay feature, a clicking sound to guide you towards... you

  • TiAm , your welcome sir!

    truefalcon , thank you, I'm glad you like it!

  • I'd also like to see a tool for simplifying the task of creating spoken text like dialog.

    Perhaps something like a Dialog behavior that adds some extra parameters to the Text/SpriteFont object, like:

    -The typewriter effect (with speed properties and a condition that checks when a letter/word is written (for triggering sounds for example)).

    -An option to turn on the "..." that should appear if the text content is overflowing the Text/SpriteFont object's physical boundaries (and a corresponding condition that check when this is true and gives the option for an action i order to forward the text content).

    The dialog object should automatically understand which word is the last one that fits in the available space and cut the remaining text out, adding the "..." at the end.

    Perhaps a system expression that adds breaking points into the text, will make for a more logical word distribution. Something like: "Hello world, " & ... & "how are you today?" should automatically be displayed like this if the whole sentence doesn't fit in the Dialog area:

    Hello world,... //(waiting for an action)

    how are you today?

    I'd also very much like to see some expressions that are meant to simplify the procedure of displaying text from a txt document. Something like display line x, or display from line x to line y could be simply coded by something like this:

    line(x) ---> display all the words in this line, based on an index starting from 0

    par(x, y) -----> display all the words in this paragraph, based on an index starting from 0. The "..." and "newline" system expressions should also be taken into account.

    Ideally, this should happen directly from the Dialog behavior, without the need of the AJAX object.

    I'm dreaming, right?

  • iwindows , that would be a bit trickier to set up, but yes, the principle should be the same.

  • Aphrodite , excellent example! Thank you!

  • Hello korbaach , your examples are great!

    Do you know of a way to do the opposite? I mean to use the opaque parts of a sprite in order to display the Sprites below. But with out the need of a huge sprite that is mostly empty.

    The "destination in" does that but only on the parts that the Sprite physically cover. Everything outside the boundaries of the masking sprite is visible. And if put on a layer with "forced own texture" it masks out all the layers below, not just the one that exists directly below.

    I have a lens flare example here and I faced this problem. I wanted a sprite to display a small portion of a layer at any time and I had to use a humongous sprite just to show a small area below. I am talking about the "HotSpot" sprite on the "DirtyLens" layer.

    Any ideas? Thanks in advance for any tips!

  • I don't know about the bullet, but with physics you can remove the bounciness from the object properties and add an impulse to create the bounce. You'll have to experiment with the power to find this 75cm height though. Physics calculate the mass based on the density setting and the actual size of the Sprite. So, if you change the size of the Sprite, you'll get different bounce from the same impulse value.

    See the attached example.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads