Held's Forum Posts

  • Tanks for your patience. Didn't use "viewport" by now.

    Now it works ! Almost :)

    Last thing is: I get a border between the repositioned image.

    origin and size of the image seem correct.

    Any idea?

  • Thanks!

    But I still don't get it :)

    I did it exactly as you described, but the sprite don't appear at the top.

    Where is my mistake?

  • what information do u need? basically it's represented by the infinite-jumper template. With my wish, to implement an infinite background.

  • Thanks for your quick reply!

    I made a tiled background. But as the background don't change it's y-value, I still don't get at what point (trigger) I call which action. Can u help a bit more? Thanks!!

  • Hi,

    I'm working on a doodle-jump clone. I have a seamless Background, which should scroll up and down depending on the players y.

    I managed to get it scrolling with the players y with the help of the "infinite-jumping"-template. But I don't know how to create a new background-instance (at the right position) whenever the Background dissapears at the bottom.

    Can anyone help me out? Thanks!!

    held

  • Hi,

    I have a full-screen water-surface (top-down) with a warp-ripple effect on it. Looks nice. Now, I would like to create somehow realistic concentric circles with any touch input.

    My attempt so far: I create two sprites (one white circle and one water-ish circle - each with it's own warp-ripple effect on it) at touch position and fade them out over time.

    Looks ok, but isn't really merge with the water-surface.

    Is there a way to affect the water-surface directly? Or does anyone have a tipp for me?

    Thanks!

    held

  • Hi,

    I made already the thread before c3 was launched. Maybe time and c3 have changed. So, here's my issue once more :)

    My Audio-Interface is a hardware Interface with 2 mic-inputs. I'd like to get two mic-inputs into construct and handle them separately. At the moment, I'm not able to separate them in construct. Both signals affect my events concurrently. Can anyone help me out?

    Thanks,

    held

  • Thanks! Unfortunately it's essential, that the user can pick up the rope and steer it via the character-sprite to a certain point.

    I tried to simulate platform-behaviour-like controls without the behaviour itself. But it all ends up in crazy rope actions. There's got to be a way...mmmh :)

    Thanks so far!

    held

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  • Hi,

    thanks, that helped me a lot !

    Only issue is now, when the player got the one end of the rope and moves to fast, the first links lose contact to each other for a short period.

    Maybe you have an idea to fix that, too?

    Thanks, appreciate it!

    held

  • Hi,

    I'm trying to create a rope or a cable with one end static (pinned to an area). The other end should be pickable and carryable by the player, which has the task to carry it to a certain area (plug this end into a socket).

    I tried the pin-method built-in c2: The rope-style pin did not allow me, to make the one end static.

    I tried a physics-method with revolution joints, but when I pin it the end goes crazy and shakes like hell.

    A dream would be, to make the rope dynamic in it's length. So, the player can take it any place inside the layout and the rope/cable adjusts it's length (shorter and longer) on the fly. But this is would be an extra.

    Can anyone help me out? Thanks in advance!

    held

  • Hi,

    thanks, I will try that. Because it's no rectangle-shaped-sprite, I will try reading thepixel data.

    I already took alook at it in c3-free version and was not sure, how to "loop through every pixel to check the snapshot RGBa on every pixel", but I will try again. Maybe I can get back to you with the kind request for one more tip regarding that.

    Thanks so far!

    held

  • Hi,

    damn, as I'm working with construct 2, I posted in the wrong forum. Sorry.

    Is there a way to do it in c2?

    And is there a way to move the topic in the right forum? :)

    Sorry again and thanks!

    Held

  • Hi,

    I'm trying to check, when a sprite

    In my game, I want to paint a certain area eith a brush-sprite. So far, so good.

    Then, I want to check, when the arae is fully covered with paint (that no white spots are seen). So far, no success :)

    Can somebody help me out? Thanks very much!

    held

  • I finally got it working!

    As the incoming data is a floating point number, I changed the "int" to "float" and got the movement smooth as silk.

    Thanks for your decisive help!

    held

  • sorry for syntax-lacks!

    Now, c2 accepts it. The result is not noticeable, no matter what x*dt

    I'm am wrong again, right :)

    Thanks 4 your patience.