ffensive's Forum Posts

  • 11 posts
  • Oh, that's a shame. Are their any plans to fix it? Is it even fixable?

  • I have an object pinned to another, but it seems to lag behind the initial sprite. Am I doing something wrong, here?

    Here's the code.

    Aaannnnnd this is what happens when the player is jumping. The blue box is the hitbox, which holds the 8Direction behavior.

    The shadow stays pinned fine, but the player_sprite object moves away from the player_hitbox.

    In the jumping animation, the image points are moved around a bit, but the "flying" animation has the image point in the same place. The 8Direction speed is changed a bit as well during the jump animation.

    Is this an issue with the pin behavior?

  • Perfect, I knew it had some thing to do with blend modes but I couldn't figure it out.

    Thanks again for your help!

  • Hey there. I want all objects on this layer to be only visible on certain layers.

    As you see here, the shadow placed on this layer is visible on the ground, which is the only layer I want it visible on.

    But, I don't want it to be visible on these green tiles, which are on a different layer.

    Furthermore, the shadow shows on the background as well (which I assume would include every over layer except the layer the shadow is one), but I only want it visible on objects on that single layer.

    What would be the best solution for this?

    Thanks!

  • Was looking at a few of the demos, and noticed that many of them had these orange outlines around objects.

    It seems to be a feature of the editor, but I'm unsure how to enable them.

    Any help or information would be appreciated, thanks!

  • Yeah I figured as much and it's definitely a solution but it's more an idle curiosity at this point, and it'd be a bit more efficient otherwise.

    I know it is possible, considering I have done it before, I just lost that and and about an hour of work because the editor froze and I didn't save

    Also, thanks for the answer to the initial question. That's really helpful.

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  • Follow up question, still regarding 9-patches.

    So, it seems regardless of where the origin is, the middle tile always "grows" from the left.

    I was able to get it to grow from the right before, but quite frankly, I cannot replicate it.

    Any ideas? I understand this is super vague but I'd be happy to clarify with pictures.

  • Howdy. Question(s) for ya.

    So I'm looking to create the HUD on the start of a layout.

    It consists of several 9-patches and sprites.

    However, it appears that several of the attributes are lost when creating the object from thin air at the beginning of the layout, including the 9 patch attributes such as margin, whether or not it tiles, and the position of the origin.

    I understand that I can still spawn the item with the correct attributes as long as there is an object of the same type within the layout, but I'd much prefer for there not to be such an object in the layout and instead create the HUD entirely from spawning it at the beginning of the layout.

    So, my question is; is there a workaround for this? Am I missing some obvious feature?

    Thanks!

  • Thank you, this was what I was looking for. I’ll try it when I get home, and maybe take a crash course on trig so I can actually understand it.

    Thanks!

  • Well, yeah.

    But, I want to make the sprite move in the direction that it is facing. What’s a formula that can translate angle into vector x and vector y to launch the sprite in the angle it’s facing?

  • Hey there.

    8 direction angle of motion resets to zero at a stand still. I don’t want this. I want this angle to be preserved so that I can apply a burst of speed to the sprite at a standstill and the sprite will move in the angle which it was last moving in, and is also still facing.

    Is there a work around for this?

    Best would probably be a formula using the sprite’s angle to apply relevant vector x and y, right?

  • 11 posts