Matthew de's Forum Posts

  • My soft pulsing glow search was answered in the Questions forum (where I should have posted this in the first place).

    It was solved by using the Sine behavior (which is actually categorized as a movement) and changing the "movement" property to "opacity". There is a lot of flexibility too!

  • The Sine behavior worked perfectly! It gives me a lot more flexibility in control too.

    I would have never discovered this on my own. My only criticism would be that it shouldn't be categorized as a movement, but rather under general behaviors. And even then changing the "movement" property label to something more general like "mode"

    I am also going to check out LiteTween.

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  • I need a sprite that has a fade behavior to either loop or repeat after a time. I have a duplicate sprite on top of the original. The duplicate is modified to have a glow and saturated colors. I have a fade behavior applied to the topmost sprite that I am causing to fade in and out, but I am only able to do this once. I am trying to get it to repeat so it looks like it's pulsing softly.

  • I found a particles example on the Construct 2 Start Page that I was able to modify to make look like sparkles.

    I'm still trying to figure out a soft pulsing glow.

  • I am looking for any suggestions for a tutorial on how to make an object gently sparkle using particles. Or even a soft pulsing glow would be nice.

    Tutorials? Addons? Methods?

    Any suggestions would be appreciated!

    Thanks

  • It's my guess that the "go to layer" references a different event sheet, so maybe the "on ended sound1" event is never triggered because it's on the previous event sheet.

  • I finally go it working. I had to remove a "system go to layout" from the mouse click event.

    This didn't work:

    On mouse click: system go to layer, play sound1

    On ended sound1: play sound 2

    Only sound1 would play. I still don't know why.

    Thanks for the help.

  • I am trying to get the sounds to play one after the other as actions triggered by a left mouse click. "On ended" is only available as a trigger event.

    Example:

    On mouse click: play sound1, then play sound2

  • I am having trouble getting two sounds to play one after the other. They play at the same time.

    I tried using 'system wait' between the audio actions, but the second sound just doesn't play at all. When I use 'system wait' elsewhere in the same action, the delay works.

  • System "compare two values" and checking shadow.count worked great. I only get the single shadow and not an infinity on the spawn.

    Now, when a different object tries to spawn the same shadow sprite in a different location the <1 count prevents it from making the needed extra copy. Is there a way to allow multiple locations using the shadow.count technique? Can the counting be specific to an object instead of being a global count.

    "trigger once while true" was too limiting.

  • How would I go about doing that? Should I make the "or" event (the one that I want to add the conditions to) have no actions on its own and then add a sub event with the conditions?

  • Is it possible to have an "or" block listing events with conditions added.

    For example:

    event

    or

    event with 1 condition

    or

    event with 2 conditions

    It seems to only allow a single event/condition per "or".

  • "on collision with" worked perfectly. Thanks again.

    But here's another question...

    Is there a glossary of some type that shows you all the possible functions for events and actions, and where to find them? Sometimes just reading all the options inspires an idea. I didn't notice the "on collision with" or "trigger once while true" functions before because I was fishing for ideas inside and existing event that already had a trigger active, so it didn't show all the other possible trigger events.

    There are also functions that are only found under actions or events. It seems like a glossary would be handy, or maybe even have the functions greyed out with a help window explaining why they are not available.

  • Thank you for the responses. I am now trying variables and triggers.

  • I am having trouble getting a single sprite to spawn when the event conditions are met.

    When the player sprite is overlapping the block sprite I need a shadow sprite to spawn only once. If the player stays in position, only one shadow sprite is needed. If the player moves and comes back to overlapping the same sprite, I only want the original shadow sprite to exist unless it was previously destroyed.

    What is happening is an infinite number of sprites are being created on top of one another.

    How do I spawn just a single sprite?