Give me a Pixel's Forum Posts

  • Very cool. If you don't mind sharing the source, I would take it.

  • They are instance variables for the player. The bounce is just like in Kiwi Story - don't worry about it. The sliding is a Boolean, also used for animations. And the Direction you could just replace with the 'Is mirrored' condition.

  • Thanks, I'll check it out!

  • Tokinsom

    Do you still have any of the links from this thread? I always get error 404.

    construct.net/en/forum/construct-classic/help-support-using-construct-38/tilebased-light-kinda-40297

  • + Player_Base: Platform has wall to right

    ----+ Keyboard: → is down

    ----+ Player_Base: [X] Platform is on floor

    -----> Player_Base: Set Platform max fall speed to 0

    -----> Player_Base: Set Sliding to True

    -----> Player_Base: Set animation frame to 1

    ----+ Keyboard: On → released

    -----> Player_Base: Set Platform max fall speed to 1000

    -----> Player_Base: Set Sliding to False

    -----> Player_Base: Set animation frame to 0

    + Player_Base: Platform has wall to left

    ----+ Keyboard: ← is down

    ----+ Player_Base: [X] Platform is on floor

    -----> Player_Base: Set Platform max fall speed to 0

    -----> Player_Base: Set Sliding to True

    -----> Player_Base: Set animation frame to 1

    ----+ Keyboard: On ← released

    -----> Player_Base: Set Platform max fall speed to 1000

    -----> Player_Base: Set Sliding to False

    -----> Player_Base: Set animation frame to 0

    + Player_Base: [X] Platform has wall to right

    + Player_Base: [X] Platform has wall to left

    -> Player_Base: Set Platform max fall speed to 1000

    -> Player_Base: Set Sliding to False

    -> Player_Base: Set animation frame to 0

    + Keyboard: On ↑ pressed

    + Player_Base: Is Sliding

    -> Player_Base: Set Platform vector Y to -Self.Platform.JumpStrength × 1.25

    -> Player_Base: Set Bounce to True

    ----+ Player_Base: Direction = "Right"

    -----> Player_Base: Set Sliding to False

    -----> Player_Base: Set Platform vector X to -Self.Platform.MaxSpeed × 5

    ----+ Player_Base: Direction = "Left"

    -----> Player_Base: Set Sliding to False

    -----> Player_Base: Set Platform vector X to Self.Platform.MaxSpeed × 5

  • R0J0hound would you be interested in this? Or do you only make addons for C2?

  • Hmmm. I'm not sure what to do. I probably would not understand the psuedo code, but you could share it if you would like. Let me explain what a 'spill light' would do in case anybody wants to make it.

    It acts just like the regular shadow caster in that there are lights and behaviors for objects to block the light. It could be smooth or for tiles or an option for either. You would probably have to put it on a layer that was black, not transparent, and forced own texture. The light would deteriorate on it's own over distance without hitting an object. If it did hit an object, it would lose much more light. You could set the light's 'intensity' meaning that it would be brighter and reach farther. You could also set the tolerance on the behaviors for the objects that block the light to see how much light is let through. At 0% tolerance, it would be just like the built in shadow caster, at 50% half the light is let through and if the light hit another blocker object with %50, it would light that block up at %50 and let no light pass through. At 100% it would be like the block was not there.

    Hopefully somebody would create this. I would if I knew how but I don't. . .

    Thanks.

  • I'm sure if I got the code, I don't know what it looks like or is, but I might be able to make something similar to it if I saw it. If it's really complex, I don't know if you would convert it into constuct code or not?

  • Actually I've never heard of pseudo code before. I really have no clue how to do what your saying.

    Just an idea: Would arrays work? I've never used them before though, but I've heard they're pretty cool.

  • Whoa, that sounds complex. If you have a .c3p file you could share that would definitely clarify it. If not than I could try to break this down and create it. . .

  • The built in shadow light? That really wouldn't work for what I'm thinking. It doesn't necessarily have to be in tiles, but I thought that would be easiest. Maybe Scirra or even a third-party developer could create something like 'spill lighting.'

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  • Hello,

    I have been trying to make a game that has some similar things as Terraria. I have the swinging, inventory, crafting, day/night, and many other things. The one thing I am stumped on is the lighting. The lighting should be similar: The light spills from a light source. It loses a little brightness over air, and much more over blocks. The tile size would be 8x8. If I used sprites, there could be thousands and that would take a lot of processing. A tilemap would not be as versatile, but would definately be better performance. I think the secret might lie in arrays. The only way to do it with sprites would be to somehow only process the ones that are on the screen or withing, say, 100 pixels.

    I found this thread (unfortunately all of the links are down):

    https://www.construct.net/en/forum/construct-classic/help-support-using-construct-38/tilebased-light-kinda-40297

    Here is what the light is like:

    Any help with this would be appreciated.

    Thank you, Give me a Pixel

    Tagged:

  • No problem. :)

  • You could use UIDs. Or give your spawner a variable called 'Spawn_ID.' Then give your object to be spawned a variable called 'ID.'

    When the spawner spawns the object:

    Object > set ID to spawner.Spawn_ID

    Spawner > add one to Spawn_ID

    Basically what this does, is each time an object is spawned, it sets it's ID to the spawner's id and adds one to the spawners Spawn_ID. So each one spawned should have one higher ID than the last one spawned.

    -Give me a Pixel

  • You can also change the controls if you don't like them by clicking on the box with the key on it. It will become larger and brighter. Then press a key to change to that control.

    BTW you need two players to play this game.