greenleafvt's Forum Posts

  • Hi Dop2000 again,

    So I made a crude example of what I'm trying to figure out:

    drive.google.com/file/d/15CAMQy3kAiRhmlkLfnC81FZsXv1qYbTr/view

    As you move the black box around it sets the color from you example to green / red / blue however I'm puzzled how to ad the inverse (when your not on a color square... Alway only works only for the last in an inverse or else statement.

    Thanks for your help but what I was asking was the possibility of somehow fading between these colors. So if the black "player" in my capx example moves closer to the red square the "overlay" would slowly increase to 100% when it was finally overlapped then fade to 0 as you moved away. Same for the other squares. The closer you get to blue the more the "B" var would go up.

    Almost like you would have zones the the color overlay would slowly become active based on your distance from a sprite point.

    I know overlap is not the way to go - just for example.

    Cheers!

  • So this one is a little hard to describe. Imagine I want to have a green screen overlay for a swamp type area and then overlay a red screen effect for an area that has fire or magma type setting what approach would you you do to have a smooth transition between the effects? The idea is setting the mood for a section of the game. Think of the screen slowly getting more yellow as you get to a magma source etc.. What would be the best method for CPU performance.

    Thinking a box that was the whole screen area that just changed RGB based on player distance to a sprite but may be going in the wrong direction.

    Massive PNG overlays for an area is probably a bad waste of disk space and CPU. Any ideas? Thanks.

  • Is it possible to set the animation frames of a sprite to everything in a folder? For instance if their was a user uploads folder that then became the frames of an animation?

    Im guessing you would get the images loaded from url but is their a way to load them into the animation frames in construct?

  • Sorry to bump on an old tread but I can't seem to get distance to accept anything.

    So if I have a var and want to set its value to the distance between to sprites I was thinking:

    Every Tick - Set Var = Distance(sprite1.x,sprite2.x) But it doesn't except that syntax or 4 values (sprite1.x,sprite1.y,sprite2.x,sprite2.y)

    whats the correct way to write this out? Or has it changed as this thread is very old?

  • It would really be nice to be able to sort files based on date / size / name in the load file, I save a few backups a day and sometimes it gets confusing trying to go back to a save point when I save to the wrong google drive folder or what not. I'll try to remember to post in requests :)

  • Maverick1912

    Yep, thanks should have caught that! Sigh.

  • Wanted to use a veritable for controlling a particle emitter but was having some problems getting it to work. The idea is to have various weather patterns turn on and off based on the WEATHER veritable. Seems simple but why is it not working as expected?

    veritable

    WEATHER = 1

    WEATHER = 1 Action turn on spray particles

    WEATHER ≠ 1 turn off spray particles

    As soon as I enable the ≠ one it doesn't work at all even when the veritable is set to 1.

    Anyone have an idea whats going on here?

    drive.google.com/file/d/1aPoj75Z0VrXiAG7GfAqqNte5NdH_llYf/view

  • I'm sure this has been posted before but does anyone know a trick to get the click on mini-map to get the camera to scroll to a corresponding spot on the main map? Bonus question lock the mini-map selected box to the mini-map box. (Not show beyond the mini-map / canvas)

    Main problem is I'm using an on drag to move the camera - but what if I want the mini-map to instant the camera to that location...

    Any hints would be greatly appreciated.

    drive.google.com/file/d/12okW1cR3rrM5bpDhM_CnQiAJcpNtPp7o/view

    Tagged:

  • I guess everyone would need to know how the sprite is duplicated? On a click - on touched - etc?

    VS using the UID You could make a instance var and and add to that. Sorry many ways to do this and I'm not an expert. Try explaining it in more detail.

    Good luck

  • Here is a simple way of doing it - sure their is a better way:

    drive.google.com/file/d/1paScc-ymfPILxSMDkR_rX7-x75vO0Ehc/view

    And yes plinkie is right about the parallax

  • So Wondering if anyone has figured out a way - if even possible - to fade between animation frames?

    Example:

    Let say I have something like a plant sprite that I want to grow over a long period of time. I would like to make like 4-8 frames and fade slowly between them VS making a 50 frame animation sprite.

    I'm guessing this could be done using multiple sprites, but seems like it would get complicated and messy real quick.

    It would be really neat to have multiple sprite animations play at once. Like if they could be layered in the single sprite - damage - fire - lighting - etc.

    Maybe best example in my case apples or fruit growing on a tree?

    Let me know if anyone has figured out a good way to do this.

    Thanks Constructors.

  • kind of abstract but lets say you have a a layout that is a map and you allow players to create features on that map - towns for example and you would want a custom layout for that "town" What would be the best way of setting this up so you could have a map with many custom "towns" that could be entered - (load that town layout)

    Thinking just make a set number of blank layouts town1,town2,town3 etc?

    Is their a way to create a new layout in game? Like create another "town1"?

    Sorry very to be vague, Imagine a Hero's of MM or Starcraft/Warcraft type where you would have many bases or "towns" that would have custom layouts. How would you set up construct to handle this type of thing. Loading a layout on town clicked or on town entered / possibly creating dynamic layouts?

    Just looking for the ideal path forward if anyone has an idea - Thanks!

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  • Thanks Jobel,

    Got your version and the original working well. I found in full screen the performance is so much better (for both versions)

  • So I can make a transparent sprite that the viewport always scrolls to and make some sprites on the edge of my project top, left, bottom, right that make the center sprite scroll too +/- 10 lets say and it works OK. But can someone point me in a direction of what function I should be using to make this more fluid? The current thing I'm using - on cursor over the "side" sprites is sluggish and probably wont work on every screen possibility.

    How can I detect the mouse hitting the screen edge and then scroll in that direction? Preferably at the angle its hitting. So 45 at corners and 90 in the dead center + all the iterations in between.

    Note I'm thinking the functionality seen in StarCraft and Civ - lots of games have this but I', not happy with my above mentioned solution.

    Don't waste time please just send me to the function I should be using VS sprite collision :)

  • Thanks Dop2000 and Oosyag,

    Those seem like great solutions. Going to have fun combining the sine, orbit and some transparent PNGs :)