lucid's Forum Posts

  • actually, I think it is partially because it's in uploads instead of help

    this community actually gets complimented on it's responsiveness/helpfulness all the time

    if you find you're not getting any responses even in the help section

    it's usually a bug you're reporting and you can just report it to the bug tracker

    I actually can't say anything too helpful at the moment, because I'm a little busy

    but I will say this for you to take into consideration, and maybe it will help

    the canvas takes up vram like a sprite, so if you make the canvas the size of the screen, it will be like trying to have a full screen sprite. if you have several, it will probably run on your or my machine, but not on a lot of others

    also, I could be wrong because I thought I had taken care of it before, but it really seems to be working

    I filled in the transparent areas of your bamboo normal map with black

    I know that's not how normal maps are supposed to work

    but try this :

    http://dl.getdropbox.com/u/1013446/bamboozle.cap

    I haven't looked in detail what the separate normal maps are for, but the far right one is still doing it, but none of the other bamboo sticks, I can't get the glitch to show up.

    as for the other weird canvas issues, I'll have to have a look at those tomorrow maybe.

  • [quote:1hgv8arj]Currently changing height and width stretches it so i am wondering if you have a way to do it at all?

    make a temp canvas

    paste the original to it

    resize the original canvas

    clear the original canvas to transparent

    paste the temp canvas to the original

    destroy the temp canvas

  • I guess I've never tried to use an alpha masked bumpmap before

  • im not at home, on a short break at work, viewing this from my cell phone, but you can sort of simulate a directional light with masking

    search forum for the word bumpy

    and check out my bumpy light cone for an example of fake directional lighting.

    cant check out your caps on my cell though

    ill check those later today

  • it's the tint plus

    take is off and it doesn't do it anymore

    if you're intent on using the tintplus, a workaround would be to have copies of the objects in the exact same spots with the mask effect on, that would make those parts invisible, but you'd have to have them on a separate layer from other objects that might move into the small mask area

    btw, I like the look of it, what did you use to generate the bumpmap?

  • I had a long thread about this same question a long time ago with construct

    eventually, the only way I found to it was using a canvas

    make the sprite invisible,

    +always
    ---clear canvas
    ---paste masksprite to canvas[/code:11cmh3h2]
    
    and set the mask effect to the canvas instead of the masking sprite
  • it was pokemon

    this is a frame from a seizure causing moment:

    courtesy of wikipedia

    <img src="http://upload.wikimedia.org/wikipedia/en/thumb/b/b4/Pikachu_seizure-2.jpg/180px-Pikachu_seizure-2.jpg">

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  • [quote:31rba3wj]'Best Project for Gamers'

    you should add best tool for developers to your original post ash

  • no problem guys,

    there's alot of weird stuff you can do with the "use expression" thing

    hope it comes in handy

  • OOPS, just realized the wrong thing was saved to dropbox

    here it is

    the basis for setting custom keys (other link should work now as well)

    http://dl.getdropbox.com/u/1013446/lastkeypressed.cap

  • Things would be quite simplified with the For each object scenario, if you could reference "This" afterwards as well.

    when you do

    for each object

    it picks the objects one by one

    so if you say

    for each sprite

    -----set sprite.x to loopindex

    it will give each sprite a different value

    you don't need this because you can just refer to the object by name and you're always only talking about the one it's currently on

  • thank you so much

    that's all I needed to know

    I have some really cool ideas for the distortable canvas

  • sorry, that's what I meant, image manipulator copy and paste during gameplay then, just takes a while, or does it freeze your game, too, while it's doing it?

  • the workaround is simple actually

    I didn't realize it before I last posted, but here it is:

    http://dl.getdropbox.com/u/1013446/lastkeypressed.cap

    all you do is one event with a loop

    for loop 0 thru 255
    ---on key [loopindex] pressed[/code:3c8mr52t]
    
    to set the key to loopindex, you have to right click where you choose a key, and click Use Expression
    
    when this event is triggered, loopindex is the numeric value of the key pressed
    
    and it's easy from there to set global variables
    and use expressions again to choose your key
    on key global('up key') pressed
    
    fun stuff
    I love construct
  • you can check if a key is down and don't need to remember a number, you can just choose which key

    but I'm not sure the operation you're talking about is built into mouse/keyboard, however is easy to implement, if you already have events for the keypresses. do you just want to know if they press anything on the keyboard?, or the last key they used that is a set key in your game?

    like if they pressed space, which is the fire button down last.

    if it's just controls, then in the events that catch the button presses, you just set a global or private variable to whatever control you're in the event for

    it's possible to test for any key, but it's more complicated than just making events for specific keys