faggatron's Forum Posts

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  • That will work for some things, but you might get into trouble with higher frame rates.

    really? well all the more reason this should be added then heh

    I thought you wanted to do this at runtime?

    I only want to be able to change the colour of the filter at runtime, like with the usual colour filters for the entire sprite. There would obviously end up having to have one of these masks per-frame of the animation.

    I mean say you want to set the colour of your character's shirt:

    <img src="http://www.quotecats.com/what/morefilterimg.png">

  • that isn't really a workaround, that only lets you change the colour to as many frames as you can be bothered to add, certainly not 16 million.

    If you want to let a player chose their starting skin/shirt/trouser/eye/etc colour (but not colour their entire body the same colour), and let them choose from a smooth gradient.

    I can think of a workaround which is just cutting out the bits I want to colour of the animation and always setting this new sprite's position on top of it, then using regular colour filters, but doing it this way is very clumsy.

    In the image editor, it could have an "add new channel" option (or just have this in the launch explorer bit like I've suggested before), which creates a new mask which starts out looking like the transparency mask of the image you're editing (in black and white), you can then remove sections, then map this to a new filter (or even effect), so that the filter/effect only acts on this area (with intensity proportional to the brightness of the mask in that area).

    <img src="http://www.quotecats.com/what/maskkkkkk.PNG">

  • Surely it could just take any images named "Filtermask x.png" from the launch explorer dialogue (or when you click add new masked filter it asks you where to get it from/brings up a image editor) then use the transparency (or brightness) as an alpha mask which it can then overlay on the image with a colour specifiable at runtime.

  • i think someone made an effect for this.

    cant find it sorry...

    this has more functionality that just swapping colours as it allows for a range of colours to be changed both more easily and all at once.

    in any case, should this go on the tracker?

  • Now that collision masks have been added, how about adding masked filters, which you can add to a sprite then specify which area the filter acts in a similar way to collision masks. Would be awesome if you could add multiple filters to different areas of a sprite.

    I think this would have loads of applications, in an RTS for changing the colour of particular areas of units

    for rpgs changing colour of clothes for different items or whatever (but not changing the colour of the entire animation)

    obviously there would be loads more uses

    <img src="http://www.quotecats.com/what/thisisobviouslywhatimean.PNG">

    upper body is what this can do, legs are what current filters can do

    even with bones its still annoying having to use 2 objects for this.

    say you wanted to change a player's eye colour, but didnt want to change the colour of their entire head or use 2 objects.

    EDIT: support for transparency would also be really good

  • could you do it on (non-ordered) for each object loops?

  • Change everything that you can set initially, at runtime should definitely added for all objects//behaviours etc that it is feasible for. Come up against things like this all the time and its really frustrating.

  • you should just be able to set the colour of events yourself

  • is this doable? can I add it to the tracker?

  • Random events can be annoying to reproduce...

    I propose adding another parameter to the random(x) function (or another function seedrandom(x,y)) where you can specify the seed used to generate the random number... so that random(5,1053908) would give a random number up to 5 and would always be equal to another random(5,1053908)

    This could have many uses:

    In an RPG for item drops, so that at the start of the game it sets the character's 'random_seed' to random(4200000000) then when generating random drops it uses seedrandom(420,'random_seed') or seedrandom(420,'random_seed'+4200757) or whatever. This would mean the character wouldn't be able to open a chest, be unhappy with the items, load, and open the chest again obtaining better items (an exploit that is currently very hard to stop), but would be stuck with the awful items.

    I was making a game that stored your total damage to enemies as a statistic you could see at the end of the level, but some damage was random. I had events that added for example 4+random(20) to enemydamage, but i wanted to add the same random value to a global variable. The way I had to do this was make a new variable and set it to 4+random(20), then add this value to both of the events. It worked, however it would've been much simpler to add 4+seedrandom(20,tickcount) to both.

    If you made a random level generator, (essentially based on random(x) events), you could instead make it be based on seedrandom(x,y) where y can either be random(95823858940) or inputted manually. This way if you wanted to save the map all you'd need to do is save the value of y.

    It's also annoying being unable to reproduce random events for replays etc.

    There are probably way more uses than just these.

    Hopefully this is viable, I'm pretty sure people would find it useful occasionally.

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  • I dont understand all the hate for 0 based, in fact I'd much prefer it if everything was 0 based.

    I mean the "shopping list" argument doesn't really convince me.

    By a similarly hand-wavy argument, you don't draw a line starting from the point (1,1) you draw it through the origin (I know this makes no sense at all).

    Anyone who's used an array before will probably be used to it being 0 based. Anyone who hasn't will probably end up looking in help and see that it's 0 based if they assume 1 based at the start.

    I know this is a consistency thing, so I understand that, but 1 based arrays seem a bit odd.

    Also, is find and replace working? (I don't really feel like testing, last time I did it completely broke my game and I couldn't undo), if it is you could just do FIND loopindex REPLACE WITH loopindex-1 and hit replace all, if it's not then PLEASE FIX

  • If you removed it, would it be possible to move some old directsound files from a previous folder across into the new installation (or something)- just to make it possible to open it in the new version.

    Basically I don't like the sound of not being able to open it, I don't mind if the sounds don't work and I have to change to xaudio2, but I haven't gotten around to doing that yet, and I don't want to install a new version one day and find I've lost my entire game for the sake of it's sound.

  • http://www.quotecats.com/what/tetris.cap

    not really as easy as you were making out.

    steal it do whatever you want lol i dont care, as long as you keep in scatman.

  • This is the case for loads of different objects and behaviours. I think in general, if you can set it by initially, you should be able to change it at runtime.

    Most recent examples that have annoyed me: physics contact friction, particles fade colour.

    I think all of these, even if you cant think of a use for it off the top of your head, are worth adding to just add more possibilities to projects made in construct.

    After all, ideally construct needs to have as few limits on what it can produce as possible, and I've sometimes felt limited by not being able to change properties like these at runtime, because if you're going to use these behaviours or whatever you can't really work around it.