MadameBerry's Forum Posts

  • Can you add an effect to a spritefont? I just want it so if I hover over a line of text it'll change color.

    I added a SetColor effect, but whenever I hover over it, instead of changing color, it just disappears instead of changing color. This happens in both Chrome and Firefox. Though it displays the color I want in-editor.

    Are effects not enabled on spritefonts?

    I've also tried creating a second font set with a different color, but you can't change in-code what image the spritefont uses, so that's also out. I really don't want to have to create clones of every line of dialogue JUST to get some text that changes color, and I'd really like to use a consistent font through the game...

    (I'd add a capx, but really what I'm trying to do is so simple...)

    EDIT: I should add that I've been trying multiple different effects, including AdjustHSL, Emboss, and Glow Horizontal.

  • Edit: Ahh, never mind, I think I figured it out. I was just being dumb!

  • Ah, that works! I'd never thought of that, thanks!

  • I recently added a volume slider to my game. It works on the main menu and if I start a new game, but if I try to load a save after changing the volume, it loads the previous volume.

    If I could add "NoSave" to the global variable determining the volume, that would solve it, but I can't.

    I have also tried creating a local variable called tempvolume, and when I load, I set tempvolume to volume, then load, then on load complete I set volume to tempvolume, but that doesn't work either! (I have a "wait 0 seconds" event between the two to make sure it successfully sets tempvolume correctly).

    I don't know what to do! I want the user to be able to set a volume, and have that volume stay what they set it at no matter what. Please help?

  • I just use the platform behavior to swim.

    I have a boolean called Swimming that sets to True when I'm overlapping water, and False when I'm not. When Swimming is True, I change gravity to 0 and mess with the Platform Behavior's vector-y. Left and right movement works the same as not in water, so I don't have to change that.

    One key thing I do is that I NEVER use the "jump" action at all in my game, I always just "set vector-y" to something (same effect as pressing jump). So when I'm in water and gravity is 0, pressing up sets vector-y to -250 and pressing down sets it to 250.

    Then I have one more event that triggers every 0.01 seconds that NEITHER up nor down are pressed in water: If vector-y is greater than zero, subtract 50, and if it's less than zero, add 50. That way, my character will slow down and stop when I let go of up or down.

    This method prevents me from having to add two movement behaviors to my character; I just don't like that.

    As an added bonus, I have a sprite indicating the top of the water. If my character is overlapping that and up is pressed, I set vector-y to -600 so that she pops out of the water. It's not necessary but I think it adds a really nice little touch.

    Here's a screenshot of the event sheet:

    <img src="http://img826.imageshack.us/img826/2023/49353921.png" border="0" />

  • On whatever button pressed, disable collision in the center wall; on button released, re-enable it.

    I think that works with physics objects...

  • The game recently went through a lot of re-skinning, so the item in the corner you're talking about doesn't actually match the game anymore, but yes. The code is the same, though, since it was just a reskin, so I'm being lazy for the time being. lol

    Thanks!

  • It doesn't look super fantastic right now, but I recently got a minimap working that I'm very happy with, for a metroidvania I'm developing.

    youtube.com/watch

  • So typically when I want to trigger an event when the player reaches a certain point (ie. when the player reaches this point, something tries to fall on them, or using it to detect when the player goes through a "door" in a sidescroller and changes layouts) I need to make an invisible sprite to detect this. Which is all fine and dandy and works very well, but with a sprite comes image data.

    I'm wondering mostly if having a Trigger object (which would basically be a sprite but with no image data attached) would be more useful than creating what are essentially "trigger sprites"? How much does a sprite's image data affect anything when it's invisible?

  • Hm... I'm getting multiple different things that work. For instance, this works, as well as inverting the "less than or equal" value.

    <img src="http://imageshack.us/a/img690/6484/workszm.png" border="0" />

    I think what may be happening is that it always calculates from the origin point of the object, so even though the edge of the object is 82 pixels away, the center is still more than that, so it won't turn on.

    You mentioned you'd accounted for the radius of the shield, but I think you need to also add the radius of the object you're detecting for, which may be difficult if the objects in your family are different sizes. You may need to either detect different radiuses separately (which unfortunately means not using a family), or just go with the largest radius and have the shield turn on earlier than normal sometimes.

    <img src="http://imageshack.us/a/img189/4411/works2.png" border="0" />

    <img src="http://imageshack.us/a/img541/1527/works3.png" border="0" />

    Edit: Thanks for checking out my blog!

    And yeah, kickstarter can be a hard market. I think we may try again though. To be honest, our campaign wasn't great the first time around, we didn't present anything nearly well enough. Good luck on your own when it comes!

  • It might be that the code detects a harmful thing inside the radius, turns it on, but then immediately detects one outside of the radius and turns it off.

    Instead of saying "distance(im lazy)" > 82, try copying the distance(still lazy) = 82 and then Inverting it (right click on the condition and invert).

    This will tell it "if there are NO objects inside this radius, turn off" instead of "if an object is outside this radius, turn off."

    Absolutely, absolutely, absolutely modularity. My biggest problem with this program right now (since you've solved saving/loading and creating .exe's, because you guys are awesome!) is that I can't have two people working on the same project together nicely. The ability to create packages so that one person can work on setdressing and level design and the other can code would be absolutely FANTASTIC.

    Thank you for being awesome!

  • I'm having trouble keeping my whole game on screen on iOS. My game is running at 960, 640.

    I have an iPhone 5, which I usually test on, though I borrowed my friend's iPhone 3 earlier. On both, they work when the browser is not in full-screen mode. When I put it in full-screen, they both get cut off on the bottom. On the 3, it's because for some reason there's a margin at the top that the phone creates that pushes it down. On the 5, it just scales up to fit the wider resolution, but that cuts the bottom off.

    I have tried all scale modes available in Construct 2. Letterbox Scale works the best, but it still doesn't work in fullscreen mode.

    Help?

    Thank you!

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  • Schoolyard Snodown

    kickstarter.com/projects/625331699/schoolyard-snodown

    We've got less than a day left, I don't think we'll make it. We'll probably try again soon, if we do I'll let you know!

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