herowoac's Forum Posts

  • 6 posts
  • Setting the layer to Force Own Texture doesn't solve anything I'm afraid.

    For instance l2 shows up in the transparent windows in b1 covered by t1, t2 and t3.

    I could make l2 show up only in t2, by putting t1 and t3 above t2 (below b1) in the Z-order

    and use the copy blend mode (for instance)

    but then I'd have to put l1 above t1, which would put it above t2 as well,

    and then we have overlap again.

    If I could only use paradoxical Z-ordering (c above a above b above c) it wouldn't be a problem...

    Or if there was any other way to make t1 mask l2 but not l1, while at the same time making t2 mask l1 but not l2.

    But as far as I know there is no way to make a sprite mask one other sprite only.

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  • I would love to have a shader effect (or I guess blend mode) that would add the alfa of a foreground image to the background. (and otherwise ignore the foreground image).

    Just like the destination in blend mode, only the alfa of the foreground image is not subtracted from the luminosity of the background, but added to the alfa of the background (making it transparent instead of black)

    It would be extremely useful for solving problems like the one I'm describing here:

  • Z-order doesn't solve the problem. (and that's all that layers are essentially)

    I need the long sprites so I can scroll them vertically through the windows,

    I'm not sure what the short sprites are you are referring to.

    Please refer to the sprites in question by name. (l1, t1, etc.)

  • I'm creating a puzzle

    where a few long sprites (let's call them l1, l2, l3, and l4) are scrolled vertically

    through a few small transparent windows

    in an otherwise opaque image. (a single sprite called b1)

    The problem is the long sprites are overlapping, so they show up in more than one window.

    I can't solve the problem using Z-order, since there is always at least one sprite that is being covered by the others

    no matter what the Z-order.

    I've already created transparent sprites that mark the location of the windows. (lets call them t1, t2, t3 and t4)

    I want only the part of the long sprite that is in the window to be visible,

    hence I want only that part of the long sprite that is overlapping with the transparent window sprite

    to be visible for each pair of sprites.

    So I want l1 to be visible only were it is overlapping t1, not were it's overlapping t2, t3 or t4.

    Same thing with l2 and t2, l3 and t3, etc.

    (And no, I can not prevent l1 from overlapping t2, t3, or t4.)

    How can I do this?

    So far I've tried all combinations of blend modes, Z-orders, effects and whatnot I can think of and nothing is working.

    I suppose I could break up l1, l2, etc. into several smaller sprites, pin them together, and hide each one once they are no longer overlapping t1, t2 etc. but it's a lot of work since they are very long sprites and there's a lot of overlap to avoid.

    If only there was a blend mode like destination in but were the alfa in the image ontop actually made the underlying image go transparent instead of black....

  • Link to .capx file (required! If link is blocked remove the http and www parts): hans.ryding.net/bug.capx

    This is an example of a project that is affected.

    It uses a 2560x1600 flashlight view and lets you scroll it around ontop of a 7680x4800 background image.

    Note that the 7680x4800 image was taken randomly from the internet and because of that copyright and license for this particular image is unknown. So please don't redistribute the .capx.

  • Steps to reproduce:

    1. Load any Construct 2 project exported as HTML5 in a browser. (Projects with very large images are more likely to be affected)

    2. While it is loading, disconnect wifi or otherwise obstruct the loading of images for the sprites

    3. Wait until the loading completes

    Observed result:

    The project loads and starts with some of the images for the sprites missing. The images that are missing are simply shown as black rectangles in normal blend mode. The browser also tends to cache the absent images, so they don't load even if you click the reload button. (You have to clear the cache then reload for the images to hopefully show up)

    Expected result:

    If all images for sprites are not loaded properly an error message should be shown and/or the loader should attempt to load the image once again. The project should not start.

    Browsers affected:

    Chrome: yes (Chromium also)

    Firefox: yes (tested on Windows XP only)

    Internet Explorer: not tested

    Operating system & service pack:

    Android 4.1, 4.2, 4.4.2, Windows XP

    Construct 2 version:

    158.2

  • 6 posts