Mr Wolf's Forum Posts

  • Sorry, about that. Deadeye told me in chat to use an external host for these kinds of files from now on. This problem has already been taken care of anyway. Unfortunately, it won't let me delete the topic since it has been replied to.

  • [attachment=0:2ptmj19m][/attachment:2ptmj19m]

  • Either it is some obscure computer problem that no one here can help you with or it is a virus (most likely). Try MS Security Essentials (free). Works well IMO.

  • [Solved] The first part was a bug which is being posted to the tracker. The second part was a problem with events which has been solved in chat.

    I was creating a simple magic attack test for my game and ran across a problem with the particles that move with a circle hitbox (invisible). The particles don't spawn from the player object like I tell them to. They spawn where the particles object was originally placed (destroyed on start) then move extremely quickly to the player's position. I tested it with a second instance of the particles object (also destroyed on start) but it seems to only move from the original instance. The problem with all of this is that some particles can be seen along the super quick movement path of the particles!

    I tested all of this out in an example .cap file which I'll upload and link to in an edit.

    Edit:

    Sneaking in another problem edit: I have another problem. Each magic attack's hitbox (which is the moving object with the particles being set to their locations) is supposed to have its own particles instance. Right now I'm using containers so that when a magic orb hits an enemy, the right particles object instance gets destroyed with the hitbox. The problem is that particles in the air disappear instantly when the particles object and hitbox object are destroyed simultaneously. It looks extremely weird. There must be a better way to do this so that the particles in the air get to fade out normally instead of being removed instantly.

    Addition to the above: It would help SO much if I could choose to pair up the right instances of particles (for ALL further events, not just those with the event each one was created in) without using Containers because Container destroys all objects when one is destroyed.

    Another addition: What I'm trying to do with pairing is this- When a magic attack is performed, an invisible circle-shaped hitbox with the bullet behavior is spawned from the player. Also spawned is a particles object which is the visible part of the magic attack. The particles should be set to the position of the proper hitbox each tick. Then, when the hitbox collides with an enemy, the hitbox is destroyed BUT the particles object is set to Spray not Enabled. Finally, after a timer (long enough so that particles already in the air are gone), the particles object is destroyed.

  • On average, a 256x256 image is around 0.25mb uncompressed in VRAM, 512x512 is around 0.5mb. Which gives you some idea of the amount of VRAM you might be using.

    I'm not 100% sure about this, but from what I know, 512x512 should be four times as large as 256x256 becauses they are square areas. 512x512 has four times as many pixels as 256x256.

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  • Okay, I thought that may have been unintentional when I was using a sprite smaller than the base image.

  • What if the tiles are power of two, but different heigh and width? Like 16x16 is better than 16x18, but is 16x32 good?

  • I support this.

  • So if you tell something to scale to 100%, it shouldn't do anything?

  • > I used Canvas for one of my projects. Just use a solid sprite for background (semi-transparent for the nice effect), a canvas on top of it and draw whatever you want on it. Hell, you can draw more detail, too.

    >

    Now that sounds like a tutorial worth doing.

    I'm sure that a lot of people would find that useful.

    At least until we get an updated minimap.

    Krush.

    Especially because I still don't know how to do it...

  • Why does it scale from original image size rather than sprite size? If someone has a 64x64 image but they set the sprite to 32x32, they always have to remember to scale straight from 50% if they want it to scale from 32x32.

  • I was thinking about something like this the other day but what I wanted was particles that start as invisible, but then after a set timer they become visible (meaning each particle becomes visible after traveling, for say, 800 ms). This would be easier I'd think than fade-in (but I'm not a programmer) and would be very useful for some things. Let's say you want a circle of particles, you just set the invisibility timer and then after they are so far from the spawning point they become visible. That would create a "halo" effect of particles. If you want a cool magic shield around your player, this would look really awesome. You could also create a better "sparkler" or "crackling" effect I think.

    With this option it would be really easy to make particles look like they are spawning from a ring-like area rather than a single point.

  • This is the code for my pause menu. I tried another way (using Layer 4's visibility rather than global variables) but it had the same problem. When Enter Key is Pressed, it sees 'pause' as 1 and then sets it to 0. Then it checks the next subevent and sees it as 0 and sets it back to 1! If I switch the order of those subevents, it won't pause at all because the last variable change sets 'pause' to 0. Anyone know a way to fix this? I want pressing Enter to pause when not paused, but resume when already paused.

    On Enter Key Pressed
    ---Is global variable 'pause' = 1 > Set global variable 'pause' = 0
    ---Is global variable 'pause' = 0 > Set global variable 'pause' = 1
    
    Is global variable 'pause' = 1 > Set Timescale = 0
                                              > Set Layer 4 Visible
    
    Is global variable 'pause' = 0 > Set Timescale = 1
                                              > Set Layer 4 Invisible[/code:i8ltavow]
    
    Edit: Added Else to the second subevent and it works.
  • What about...

    Two text objects, one a clone of the other. Use Blur movement (not regular blurs) twice, one at 0 angle one at 90 degree angle, make that text black, and the blur amount 2. Then a white text object over it. Looks fine.

    Though also so does the dropshadow plus method suggested earlier (didn't try the older dropshadow btw).

    Course anything to do with text, just looked default in the runtime, and I remember something was said about that a while ago, I think it's actually a known bug.

    I'll have to try that later. In the meantime I'm using Bevel.