Mirakos's Forum Posts

  • To my dismay I had to find out today that there is no way to convert a string into an expression.

    If I want to check if "Sprite.c"&loopindex, while having c0, c1, c2, ..., on that Sprite, I can only do that if c0/c1/c2/.. are numbers, not strings, via int(str("Sprite.c"&loopindex)). I can't do that if c0/c1/c2 are strings.

    That's why I request the addition of an 'expr()' command, to turn strings into expressions.

  • How else would I set the HP of it?

    Since it's not always "basalt", there will be over 60 different Objects.

    How do I show the game which one is the correct one?

    How do I specify it?

  • I changed language a bit to be more precise.

    By "layer" I didn't mean the layer where you place objects, but the dirt "layer" itself.

    Maybe a link to the current version of the game will help: http://www.kongregate.com/games/Lexoria ... irt-2-beta

    There are 5 Dirtlayers, or Dirtblocks.

    And in the new version, each of them will be composed of 4 parts, to make it more diverse and easier to add new content.

    Here's a screenshot of my problem: https://i.imgur.com/qG8jDQ7.png

    Now, I set the "LayerHP" var to the BaseLayers HP.

    But then, when I want to set the Basalt layers HP to "LayerHP" it sets EVERY object of the "layers" family to "LayerHP", which I don't want.

    The Basalt layer is interchangeable.

    Is it now a bit clearer?

  • I'm working on a game right now, where you dig deep down underground. And there are many different levels (as in strata underground) and "loot" you'll find.

    Now, I've already created a system where each level is divided into 4 parts.

    [Loot]                              (Like crystals or whatever)
    [The coming up Base level]          (For the Transition level Dest. out.)
    [A Transition level with Dest. out] (For transitioning to another type of base level)
    [Base level]                        (Dirt for example)[/code:2fkbxyay]
    
    Now, my problem is, since the level that has the "Health" variable is the base level, how do I let the other 3 levels know that they are supposed to be destroyed?
    
    Since the base level will not always be the same one(dirt/granite/basalt/whatever), I cannot say: "set level.Hp to dirt.Hp", and if I use the family of the base level, it sets the HP of ALL other levels currently on the screen to the HP of the base level.
    
    Containers don't work too, since then the dest. out. of the trans. level fucks everything up.
    
    I am clueless. How would go and fix this/any other ideas?
  • Can somebody make/Has somebody a shader where I the colors in a sprite change alonge a gradient/palette that I can specify?

    So that you don't have to animate every single hue change, and it transitions smoothly from animation to animation.

    The HSL adjust effect doesn't do what I want, since I want to last color to return to the first. Just as in a palette

    It's supposed to look like an organic pulse, at least where I want to use it.

  • I'm looking for an effect that I can tell to change the color in a sprite along a gradient, so that it has a nice transition, but the only thing I found was this thread from 3 years ago:

    But it is for Construct classic and I don't have enough knowledge to import shaders or make them work in C2.

    Does anyone have this effect, oder know somebody that could make one like that?

  • Oh yes, I see now.

    No I did not. Thanks for telling me!

    I found this thread via the search bar, so I didn't really think about it.

    By any coincidence, do you know an effect/plugin that does the same thing?

  • How exactly do I make this work?

    I know, posting in a dead thread is not how I should go about it, but I really hope somebody will help me.

    Where do I put the text? I tried making my own .xml file but I'm not knowledgable enough to do it on my own. Do I even need one?

    Help me please.

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  • Right now I am trying create a working saving system for my game.

    Problem ist, that I don't really get how saving works.

    I treid the "save" and "load" actions, but the thing I don't want is, that if I load a previous game where an object is for example at the coordinates (0,0), but then I do an update to my game where some objects are moved, but by loading the old save they get moved back to where they were in the old version.

    I thought that I could bypass this by using SaveStateJSON via Localstorage, but strangely this doesn't work with kongregate.

    Any help or ideas?

  • What I did instead was exporting the game as HTML5 and then creating a ZIP file containing all the files (except for index.html)

    and then uploading it as a HTML5 game, not using the IFrame option. Now I've uploaded the game, but the only problem I have is that I can't seem to update it.

    But hey, at least it's online now.

  • How do I do it.

    I've looked for the last hour at least and right know NOTHING works and I only get a blackscreen and this dumb message telling me that some retarded piece of shit "Load denied by X-Frame-Options" and that some dumb software "does not permit cross-origin framing".

    sorry for the swearing, but do I HATE everything right now.

  • I trying to make a Boss shoot missiles at the players current position.

    Currently I do it this way:

    anglelerp(Boss2.Angle,Angle(Boss2.X,Boss2.Y,Player.X,Player.Y), 60*dt)

    But the thing that confuses me is, that when the Player isn't moving, the bullets aren't coming as a continuous stream, instead they have some kind of random angle offset, and look more like a spray.

    What is causing this?

    Edit:

    Ok, after 3 days of working on this issue I just used "set angle towards position" and I fixed it.

    I'm kinda mad at myself that I didn't think of this earlier... but, uh, at least I fixed this.

    Still it would be awesome if someone would explain anglelerp to me and lerp and how/when to use them!