Jase00's Forum Posts

  • Animmaniac

    Woah!! That is exactly what I was trying to get all along!!! Ah it makes much more sense, I was so confused with the weird semi-transparent result from my own experiments Thank you very much!

    I only need to figure out 2 more things and that's it . I reckon I might find some info to study from looking at other shader files but if you have any pointers considering you seem to know your way around this sort of thing, I'd be very grateful!

    The first being, how would I be able to set the value according to number of pixels from the side? So if I set R to 7, it would trim 7 pixels off of the right side of the Sprite.

    The second being, how would I incorporate Angles into this shader? If I had another variable called "AngleOfCrop" which is set to like 15 and "R" is set to 9, it would trim the right side 9 pixels, but at a 15degree angle. Below is a picture to explain (The Red part is the part that will be invisible from the crop) [EDIT: I realised that this little diagram might not be correct. I need to rethink the theory behind what I'm trying to explain.]

    I think this part is going to be harder to do than the original non-angled crop. It doesn't help that I barely know how shaders work but it's something I'm interested in and am picking up on information from reading documenation, looking at other existing shaders, and reading your replies. Thank you for your time!

  • Thank you for the info! It instantly made me figure out how to solve my HUD issue.

  • Can confirm. I have recently ran into this issue with Crop being strange with positioning, exactly like you have described.

    I have a top-level "HUD" layer with (0,0) parallax. I have a HUD Sprite that need to position according to Sprites in another layer called "Game" (No parallax). This means I need to use CanvasToLayer or LayerToCanvas (forgot which) to convert the "Game"'s layer coordinates into the "HUD"'s layer.

    This works perfectly and things position correctly, but if I use Fullscreen Crop and resize the window to not match the window size property (Like you said), the HUD Sprite gets displaced.

  • Hey rexrainbow, this plugin is awesome!

    I have been trying to make a ray system for lasers for a while now, but I could never produce something that didn't kill performance whilst maintaining high accuracy. My final attempt involved setting the laser to it's "maximum width", then dividing the width until it no longer collides, then multiply the current width a little bit blahblah, it didn't work too well and performance was bad. But then you bless us with this beast of a Behaviour!

    Before I attempt to even begin to interpret how you made this plugin work, could you tell me how you done it in pseudo-code? Would this behaviour essentially be possible to recreate in events?

    I would think the most accurate but CPU-intensive way is to increase the width +1 in a loop until it hits a wall then -1 width and done. I'm very curious about how done this

  • Hello!

    Sorry for not making bug reports but I don't currently have time to look deeply into this and have tried to recreate it but failed, and there is a workaround. I wanted to see if anyone else is running into a similar situation.

    So in my scenario, I have a powerup that creates a shield that gets positioned onto the player.

    In the event where the shield spawns, it sets it's instance variable "PlayerUID" to the player to stick it to, and in another separate event, it positions at the player as long as the "PlayerUID" matches the Player's UID.

    This works fine, until a recent update (can't pinpoint when, but past 2 updates? ). Now the shield gets created but doesn't position at the player.

    So you might be thinking "Maybe it's a ForEach problem?" or maybe it's my own code error somewhere else? Well... here's the best part. the shield will begin to stick onto the player the next time there is a "Wait 0" command. I can literally create a new event like "On K pressed" (knowing I do not use the key anywhere else in my events) and put "Wait 0" as an action, run the game, spawn the shield, see that it isn't sticking to me, hit K, and boom, the shield begins sticking to the player all the time like it should be.

    Another Workaround is to put 2 "Wait 0" actions at the end of the "Create Shields" event, the shield spawns and sticks to player as it should.

    [NOTE: I have not used "Wait for signal" at all in my project]

    I can't replicate this in a separate capx but man I really thought this was my own error but the fix literally throws me off completely.

    Hope this reaches someone in a similar situation if they are stuck. Wait 0 is your friend.

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  • Have you tried making the host forward their ports? Usually if it works via Hamachi, port forwarding will help with not using Hamachi.

    It's probably better to Google this but I'll run down the basic gist of what you need to do.

    • Find out the ports your game uses (I haven't touched the Multiplayer plugin in a while so I don't remember if it lets you choose the port but yeah)
    • Go on the host's computer
    • Login to your router (open up a web browser and type in something like "192.168.0.1" into the address bar to get to your router)
    • Enter your Username and Password (This is probably located on a label on the actual physical router).
    • Hunt around the web interface for a section called "Port forwarding". (It may be under "Advanced Settings" or something, it varies on every router.)
    • This is where I'm more hazy in remembering what to do, but it might be as simple as typing in the Port numbers and clicking "Add" or something, maybe having a tickbox of "TCP/UDP".

    That should be all. Google is definitely your friend, my explanation is just from memory from years ago when dabbling with networking.

    Hope this helps

  • As of right now, if you check Ashley's profile, you will see that he has "Visited" for 1 day, and also "Consec days posted" for 19 days. That is pure evidence

  • Looks awesome!!

  • When you do "Set bullet angle 180", make sure that, in the same event, you are creating the bullet before you set the bullets angle, so that Construct 2 knows which bullet to pick to change the angle of.

    So lets say "Space" shoots a bullet, it should look like:

    "Space" is pressed

    Is Mirrored

    Create object "Bullet"

    Set Bullet angle to 180

    "Space" is pressed

    Is NOT Mirrored

    Create object "Bullet"

    Set Bullet angle to 0

    [You could make this into sub events to be efficient but it's not important ]

    What this does, is when you create the "Bullet", Construct 2 then focuses on that particular bullet and WILL NOT affect other bullets.

    If you did this as an event instead:

    "Space" is pressed

    Is Mirrored

    Set Bullet angle to 180

    Create object "Bullet"

    Then it will first detect all bullets and set their angle to 180, THEN create a new bullet and not even set its angle!

    Hope this helps.

  • This came up in this thread recently. I have still been logging on and visiting every day since I made that thread but lost my streak multiple times The only things I can recall doing or suspect is Arcade or the new Shop, but I haven't been able to trigger it.

    I should have reported this sooner into this section of the forums

  • Nice! Can't wait to hear more! Subbed

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  • Hello,

    Set the animation speed to 0, then go into your events and go on the "On click" event and make an event for the Sprite that has these frames, and choose "Set animation frame" and when it asks you to enter a value for the frame, you will want to type in "Self.AnimationFrame+1".

    That's about it

    When it reaches its final frame (10th frame) and you click again, I think it will remain on the 10th frame. But yeah, hope this helps.

  • I've not managed to solve this and not quite sure what to do

    Does anyone have any good reading material for GLSL? I remember looking at a PDF file I found but I couldn't figure much out.

  • Awh man, hopefully there's a solution to this

    Edit: Oh wow mine is at 0 again! It's either the Arcade (which I visited for sure today), or perhaps maybe the concept of logging on in multiple locations maybe? (I have 2 browsers I login to Scirra with, and a phone browser, and others)