General J's Forum Posts

  • Best way to describe:

    2 of the exact same sprites. With a color value of 255, 255, 255, 100

    When these two transparent sprites get on top of each other, their transparency values add to make 200, making their collided area less transparent. Like a venn-diagram.

    Is there a way to prevent the transparencies from adding on top of each other when they cross over each other?

  • Fixed, go to Page 7 here:

    -snip, just fixed with Alex's fix, thanks-

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  • All the methods I've seen in the area of simply adding a function that closes your application window, it always results in "Browser -> Close"

    Yet when I close the game in this method, it leaves a lingering NW.js application running.

    What's worse? When I start the game up, and close it again it just adds an additional NW.js app. Eventually and unknowingly causing a bulk load of invisible apps.

    What's causing this? What's a simple more proper way of making a function that "Exits" the application?

  • Bumping this because I was about to make a post on the same topic.

    I have an interactive form-fillable character sheet and it goes on past the window but I want the player to be able to take a screenshot of the entire thing.

    Anything changed since this post was made?

  • I'm trying to recreate something similar to this dynamic interactive Star Wars RPG character sheet:

    https://dl.dropboxusercontent.com/u/160 ... ble-v4.pdf

    The main jist: You have a TRAIT score, and an ABILITY score. Whatever is the highest value is your total Green Dice pool. Then, a number of Green Dice are upgraded to Yellow dice based on the lower value.

    Example Gif: http://i.imgur.com/1FAdGEo.gif

    My first attempt at this has been successful- but with problems. When I go into debug mode the whole program idles at 31%+ CPU usage. Way too high.

    My attempt link: https://drive.google.com/file/d/0B9bLcb ... sp=sharing

    However, the weirdest part is the fix. Clicking on any part of the 'Strength' textbox drops it down to 1%. And then clicking on anywhere outside of the Strength box brings it right back up to 31%.

    Even when you go into debug mode, and highlight the object from the left side panel, it even drops then! It's really confusing. Especially since I don't have any Events that are actively checking if the textbox is clicked or not. I have no idea.

  • Here's my dilema that I'm sure everyone who's made a complex NPC has had in their time.

    Initial sprite gets destroyed, spawns a new sprite and a rotate point sprite.

    Sprites start rotating around that rotate point.

    It works perfectly fine.

    Add a second enemy. Kill the first one. Destroy behavior works as intended and now the sprites are rotating around the rotate point sprite.

    Kill the second enemy. Now it wants to rotate around the rotate sprite but instead of rotating around the newest rotate sprite it rotates around the first one. Screwing up the intended effect.

  • What do I put in for DesiredX?

  • This is what I'm pretty much trying to achieve. The origin point and the axis to which the sprite rotates at need to be separate image points. How do I accomplish this? Can Pins be used if there's not a simple function?

  • Is there a Plugin at all? Anything?

  • Thanks! I spent the day reading that and although it has helped me along well in my progress of a Proc-gen system, it still doesn't answer my initial problem.

    I know now that Creating a new layout for every new cell is not ideal. Rather I'd like to create a dictionary or array to do this instead. I still don't know how though. I know how to work with both when it comes to individual values but not complete game data.

    My issue is: imagine that plugin generating a whole layout with rooms and such. Then at the end of said level a door opens up to a new "cell" that's completely regenerated and procedurally made. Now the player is required to go back to the first randomly generated room. This is what's stumping me.

  • I know it's just I've searched both resources and I couldn't find any on my own is the issue, hence the post :u

  • I'm learning how to accomplish randomly generated layouts for my Rougelike project. I believe I can figure this out on my own.

    However, I want the player to eventually leave that one "room" and advance to another room that is also randomly generated. I also want the previous room layout to be saved so they can return to it. I believe that the best way to do this is make every new room a new layout. How would I accomplish this though?

  • I have a Layer with a SnanLines effect set at '2'. It is supposed to look like this, and does look like this in the editor preview:

    However, in the exported NW.js, the width of the ScanLines are completely off and changes what the intended effect is supposed to look like:

    What could be causing this, and how do I fix it?

  • Making a game that is going to be it's own application using NWjs.

    How do I change the default NWjs application symbol that appears in the taskbar and in the upper lefthand corner to something else?

    In addition to that, when you open Task Manager the application is just called "nw". How could I change the name of that to the name of the game itself?