Kazan's Forum Posts

  • I've seen that, but I just don't get how to apply it to what I want =

    Thanks though.

    This is about as close as I can get: Example

    As you can see it's pretty much the opposite of what I want! <img src="smileys/smiley26.gif" border="0" align="middle">

    Except I want the red square to be completely invisible, the mask invisible as well. But when the mask goes over the red square you can see it through the mask.

    Feel like I'm close but I'm not sure what else to try.

  • Thanks but that's not quite what I mean, it needs to be alpha masked. That would just reveal the entire sprite.

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  • I've seen a few things about it but nothing really covers it exactly.

    What I would like to do is fairly simple I think. I just want a sprite that is invisible to the player...completely invisible. But when you mouse over the sprite, for example with an alpha mask attached to the mouse it's revealed.

    Tried this a few times by messing with the C2 lighting example but unless I'm trying to make a sniper scope I'm not seeing how to do this properly...if at all.

    Any ideas?

  • Yeah, it's better to just say "Gamepad" or something. A lot of people prefer Logitech controllers, others the 360 etc.

    There's generally no significant difference between them anyway, not enough to specifically target the 360 pad.

  • Okay, I seemed to have fixed this issue by getting rid of pinning altogether and instead creating a limited revolute joint to connect the objects together.

    I read the physics tutorial (I swear!) but it didn't mention the limited joint...and for whatever reason I just never noticed it in the event editor.

    Still not sure why pinning doesn't work though.

  • Is something happening to the blue box's collision polygon once it's pinned to another sprite or something?

    It seems like the green box's collision polygon is almost overwriting the blue one in some cases.

  • Dropbox link

    More collision woes, lol

    I'm not sure yet if this is a bug or... but it seems that with 2 physics enabled objects pinned together some wonky s**t happens.

    For one pinning just flat out doesn't work. And second, collisions aren't being handled properly between anything at all. The blue box goes nearly all the way through the purple one.

    Things to try:

    Make the blue box immovable.

    Remove physics from the blue box. This makes things perform normally, but what if you wanted collisions between the 2 big boxes?

    Disable collisions between the green box and the orange one... what the heck? Now nothing collides.

    I have no idea why any of this is happening. Anyone have a clue?

  • That's really bizarre, that makes sense but it's still weird.

    If it changes the objects mass (which it obviously does) then what function does the density parameter serve? As for the center of gravity, shouldn't that always be the objects origin point?

    Maybe I'm being too logical here? It just seems to me that a collision mask should just handle collisions. I wish there was a way too turn this functionality off.

  • I'm having some serious issues with the Physics in C2.

    I think I'm just not understanding how they work on a fundamental level I suppose. Maybe someone can educate me on this subject a bit?

    One of my big questions is why does adjusting the collision mask on a sprite affect the physics? To me that makes every single option with the behavior such as density, damping etc completely pointless. Shouldn't a collision mask handle collisions and ONLY collisions? Why does that have any effect on how the object behaves when physics are applied?

    I spent hours tweaking the values on a physics enabled sprite to get the way it performs just right, only to have all that work negated later when I moved a single collision point around. I guess I just don't get the logic there.

    Also something I don't understand is in a top down shooter game I'm working on the player ship is controlled by physics, however any kind of collision mask OTHER than a bounding box will cause the sprite to just fly all over the place when you press the move key.

    I'm applying physics to the sprite's origin point, directly in the middle...so why would a different shaped collision mask have any affect on that? Using a box shaped mask is out of the question...but if I don't then you don't have proper control over the sprite.

    Are there any ways around this?

  • Thanks a lot, I'll take a look at that :)

    I didn't even think to test fps out (duh!). I'll have to experiment with that a bit.

    Thanks again.

  • Pixel art, and thanks for the reply.

    That seems like the most sensible way to go. I'm just a little worried that I might end up slowing down the layout with so many tiles, animated sprites etc.

    Though so far Construct seems pretty capable of handling most of what I've thrown at it, I'm just concerned since the layout size is so large.

    That's a lot of ground to cover with sprites.

  • I think this an appropriate place to post this.

    I've been working on a spaceship kind of game for a bit. I've completely ignored the graphics side of things until I got the core game-play down, but now I've reached a point where I need to start getting some good looking assets into the mix.

    It's a desktop based game with a 16:10 ratio that extends well past the layout size. I wanted a lot of room for the player to fly in, so the actual size of the layout is upwards of 3000x3000+ pixels in width and height.

    So how should I approach this?

    Should I make one massive image inside Photoshop and just throw it into the game? Should I make each star individually and place them all as sprites (yikes)? Chop up an image an tile it?

    What if I want some of the stars to fade in and out or something too?

    I'm just curious on what would be the most efficient way to approach something like this...

    Thanks for any insight.

  • Thanks guys.

    I managed to fix the issue. I was loading the font in each layout instead of right at the start of the game. Not really sure why that would cause problems but for whatever reason it did.

    Everything seems okey dokey now. Thanks for the help though.

    And yeah, my computer and I are going to have to have a little "chat" soon. I think one possibility why it chose comic sans is because I was using a "comic" book kind of webfont. Maybe that was it.

  • Having some issues with loading webfonts via node-webkit, in an exported .exe file.

    Works absolutely fine in the browser though. Another oddity, it displays a comic sans font in the exe...

    Nowhere in the project have I picked a comic sans font for the text object, it's always set to arial by default. Anyone else have this issue? Or know how to fix it?

    Thanks guys...

  • I saw a couple posts about this issue but they were animation related.

    The problem I'm experiencing is that when I export a game via Awesomeinium to the desktop and play it the frame rate climbs into the thousands.

    Some functions like the system wait command seem to get ignored as well.

    Is there no way to lock down the FPS to 60 or 30?