Hans the Red's Forum Posts

  • I set the scale rate for my "background" layer to 1, and now the objects on the background layer move in weird ways. For example, I have some mountains at the bottom of the layout. When I zoom in, they disappear entirely off the bottom of the screen.

    Capx: https://www.dropbox.com/s/46l8bh08dr8043i/Scaling%20issues.capx?dl=0

    (use the arrow keys to move the character; zoom in/out with A and W)

    Is this some hidden issue with the scale rate? Is this because our scrolly is close to the bottom of the layout?

    Thanks in advance for any info.

  • You can trying fading out the arrow sprite faster. Say, set fade out time for the arrow sprite to 0.5s, and for the dialogue box to 1.0s

    dop2000, I want the two objects to fade out at the same time and at the same rate.

  • In my project, I have a dialogue box with a separate "arrow" object pointing to the speaker. The two sprites overlap, and they are set to fade out simultaneously. When they fade out together, there is a spot where the opacity appears twice as high because the box and arrow are overlapping. I tried playing with blend modes, but I had no luck. Does anyone have an idea for a workaround? Thanks!

  • I have a "transition" sprite set on the HUD layer of my first layout. After the fade-in animation, the project switches layouts. The problem arises when the transition sprite moves to the "main" layer on the second layout. Would someone be willing to offer me an explanation for this? Is there a simple way to work around it?

    Capx:

    dropbox.com/s/i4muu3a1q1hk7xx/global%20object%20layer%20switch.capx

  • https://www.dropbox.com/s/e7qy3vkfe7yw9gn/test.capx?dl=0

    The "wait" block prevents the HouseCover from fading out, even though the "FadeOut" is part of a sub-event.

  • I just downloaded Construct 2 r259 and noticed something peculiar when I ran an event sheet. None of my sub-events will play until the main event has finished all of its actions. I don't remember Construct ever functioning this way, and I'm finding myself confused and frustrated. Is this a bug or an error on my part? How do I make it function like older versions of Construct?

  • But the player also needs to be placed above the building.

  • This light on "Layer 0" is shining only very dimly with Destination Out. How do I make it shine fully?

    P.S. Thanks for your help with all of this so far! I appreciate that you took your time to answer my questions and give advice!

  • Okay, this light seems to shine very dimly, but I want it to shine to its fullest extent. The Destination Out only gives it a dull glow.

    P.S. Thanks for all your help! I really appreciate that you took your time to answer my questions!

  • What blend mode should that building light on the shadow layer be set to? Destination Out isn't doing anything.

  • Thank you! Just to take it a step further, what If I wanted a separate light source inside the building independent from the moon?

  • I should have clarified: This is a 2D game, not top-down. The moon is in my "background" layer, the player and building are on the "main" layer, and the light sources are above that on the opaque "light" layer.

  • I have a project where, following the lighting demo capx, I have my top layer set to an opaque black, with "splotches" of light created with the Destination Out blend mode.

    In my layout, I have the moon as a light source, and there's a building that stands between the player and the moon. Light from the moon (in the background) should not be able to penetrate the front of the building, right? What I want to do is make it so that light from the moon cannot shine on the front of the building.

    I've tried tinkering with the idea of having multiple opaque layers, but that doesn't seem to work. I've been stuck on this issue for a while, and I'm not getting anywhere. Help and guidance would be greatly appreciated. Thank you.

    EDIT: This is a 2D game, not top-down.

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  • Who, if anyone, do I need to credit for fonts used in a commercial project? For example, let's say I make a SpriteFont sheet with the AR CENA font. In order to use the font in a profitable C2 project, would I need to credit the creator of that font, or would I maybe even need a license to do so?