eli0s's Forum Posts

  • hmmm... That's probably because the set position action is on an event that acts as a trigger and it only fires once.

    Check the following capx!

  • iceangel you mean with the new Q3D plugin? Or by somehow faking the 3d space..??? Either way, I am very-veeeery interested to see the results

  • You are welcome!

  • You can use a family and the while loop to move around the sprites.

    Check the following capx.

  • Make the objects "Global" (on the Object type properties). See the following capx.

  • Thanks iceangel , I 'd really like to know if someone find a solution for this.

  • Maybe use the lerp expression? Use the action set position and type lerp(self.X, ThePositionYouWantToGo.X, some value between 0 and 1) for X and lerp(self.Y, ThePositionYouWantToGo.Y, some value between 0 and 1) for Y.

    For example, it should look like this:

    X----> lerp(self.X, 100, 0.1)

    Y----> lerp(self.Y, 100, 0.1)

    ... and your object will gradually go from it's current position to 100, 100 coordinates.

  • plauk I really like your art style! And the first photo with one light source looks amazing! Do you use the tilemap object in your game?

  • a bit of a mixed message there, although very nicely put never the less!

    Although I get the feeling that some of you C2 seasoned guys here in the forums are a bit, as you said it, out of topic. I mean, we ARE talking about improving and needing things on a software that is being advertised and being sold for being able to deliver games with out code (the no programming required is a bit misleading, but you get what I mean). If you strip off behaviors and do all stuff with events (even physics I'd assume), what is stopping you to create your own engine from scratch? No need for middle-ware, just code.

    Obviously I am being sarcastic, but more often than I would have thought, people here in the forums assume that everyone is a coder and there is no need for C2 to be easy for people that are coming from different disciplines and try to be creative with out hiring a team of programmers.

  • Ashley concerning the new Video plugin, I have some questions:

    1) Is it possible in the future to have video that supports transparency? I mean an alpha channel, just like PNGs have. We could do incredible stuff with that, just imagine backdrops that are pre-rendered and imported into separate layers with different parallax values etc! XP Using a sprite to cut out the video with blend modes is feasible, but very restrictive for really dynamic stuff.

    2) If I instance the video object (I haven't tried with to different objects yet), I notice that the video playback isn't in sync between them. They start playing in sequence. Why is that, and is there a way around it?

    3) The set loop action doesn't seem to work. No matter what I've tried, I can't make the videos to loop, unless I use the "on ended" condition and set the playback time to 0 and start again. Any advice on that?

    -EDIT- The looping problem seems related with using instances of the same video object.

    Here is an example in which I use the video object as a backdrop element. I've used the Chroma effect (https://www.scirra.com/forum/viewtopic.php?t=93321&start=0) to key out the areas that I want them to be transparent, so this is might be a temporary solution for the first subject also. Notice that both video instances start in sync (I used a different video source on this test, so my 2nd point on this topic might also be off), but the loop isn't happening for both of them (the duration of the video is 10 secs).

    [attachment=0:1i6wbx9m][/attachment:1i6wbx9m]

    -EDIT-

    Thank you in advance!!!

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  • eli0s - both lights are set to cast from 'all'. You need to change that to 'same tag'. Also note system expressions don't pick objects so comparing the tag and moving the Z order will always move both of them.

    Damn! I didn't even saw those parameters... It's even simpler than I expected

    Now, one last thing as food for thought. Is it possible to make semi-transparent shadows not build up when on top of each other (or have it as an option)..?

    Look at the following example:

    [attachment=0:1r573006][/attachment:1r573006]

    The desired visual result is the right one. But this is made by having the shadows 100% black on a separate layer, and lowering the layer's opacity. On the left side, the multi-z-ordered nature of the scene does not allow for such a solution, and the shadows build up, thus creating an unnatural result for a scene that it's supposaly lit from one directional source (the Sun) and has an ambient light (the sky) "breaking" the shadows...

  • Ashley

    First of all, thank you so much for further developing the shadow system!

    I am trying to use the tags to create a scene where a crate that casts shadows is being shadowed by a wall that is supposed to be higher. I can't get how the tagging system works. Can you tell me what I am doing wrong? How am I supposed to differentiate the lights? As it is now, both lights are casting shadows on both objects.

    Please, see the following example

  • Well, physics collisions are accurate. The problem is with the normal collision/overlaping check. What would be nice is to have physics objects as detectors/triggers. That way we would have accurate detections either upon collisions, or while overlaps.

    I am not sure what is the purpose in your gameplay, if you are trying to simulate penetration damage. I did some checks and came up with a basic capx that does detect all collisions, perhaps it will be of some use to you. Perhaps not. Here it is never the less

  • Oh good

  • If you are using the bullet behavior, there isn't much you can do. If you are using the physics behavior, perhaps setting the "bullet" property on the bullet sprite might improve things out. Although a quick test I did with the bullet sprite set to fired with an impulse of 1000, worked perfectly, without even having to set the bullet property to "yes". In fact I don't think that the physics behavior allow for that kind of high velocities. 1000 impulse has the same speed as 10000 or 100000000....

    Oh well...