newt's Forum Posts

  • "On collision", and "is overlapping" need to be continuous just like always.

    In other words that condition needs to be checked every tick, start of layout just wont do.

  • Careful now, wouldn't want to make a double rainbow.

    Course that's another plug altogether.

  • The jebgl sounds like it might solve a few things, but C2 will probably be in the final stages before its stable.

    One thing to remember is Canvas has a lot of other features such as drawing shapes, and splines so that kind of lessens the blow of no distort maps.

  • This is an example of how to make a animated sprite distortmap tile using U&V, and scroll using pv's.

    The thing to remember is your distortmap columns/ rows must equal the size of the scaled size divided by the size of the original texture. In this case 512/128, or 4.

    But you must also remember that a distortmap starts at 0, so when you set the columns/ rows subtract one from the total to take that into account.

    Then you also have to set the loop to reflect that, 0 to 3, instead of 1 to 4, etc.

    Note you will need Lucid's Math Plug( link below) to open the cap.

    The lerp used to interpolate the texture uses Get T which make it much easier to get a percentage from 1 to 100 from the loopindex.

    http://dl.dropbox.com/u/666516/tiled-distortmap-scroll.cap

    Math Plug:

    http://www.scirra.com/forum/viewtopic.php?f=29&t=9155

    Its not exactly easy, and you cant just use any texture since you cant have floats in columns/ rows, but the results are kind of nice with all the vram saved, and it is capable of animation.

  • One animation per behavior. You could then assign each a custom tag to use like tags were supposed to work in Construct Classic. Or don't add any if your sprite has no animation.

    This way you wouldn't have expressions for an object that you can't use.

  • ahh, what a shame. thought it would be animated tiled bg i was dreaming of for so long...

    You can do that using a sprite distortmap setting U&V to tile. No collisions of course.

    oh, i didn't know tiled bg could do that. I wouldn't have bothered. I'll take a look at adding that feature. I didn't realize it was in demand. it might not be too bad.

    That would be the precursor to using external animations.

    Almost a must have for online muliplayer.

  • Just had a crazy idea. How about animations as behaviors?

  • Kinda cool, although Tiled bg pretty much does the same thing.

    On the other hand, even though animations are disabled you can, in theory, make an animation by controlling frames via events. But that still depends on you having frames available to load to.

    Now if you were to figure out a way to add frames on the fly, that would be interesting.

  • Global will place the object into every layout, and keep its status from the previous layout.

    So if the object was at 320x, 240y in the previous layout, global will place an instance of the object at those coordinates in the next layout.

    So global probably isn't what you want here.

    [quote:2cegx8do]unless i need to do something specific with the included event

    If your creating the object from events that are in that layout some how then no.

  • It should work fine if you copy the sprite from its original layout, and paste it into each layout you want it to appear. You can then tick destroy on start if your going to spawn it.

  • A mask, as in a shader applied to your tiles via the tiled background would be very inefficient as you would would have to keep the tiles, and have the fx running all the time.

    A better way would be to give the tiles their own seamless texture, and vary the look by changing the texture around corners. Something similar to this method:

    http://www.saltgames.com/?p=184

  • It's 1.2 with Arsonide's Noise plugin, not Perlin.

    Just added a shader also.

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  • Welcome to the wonderful world of image masks.

    http://dl.dropbox.com/u/666516/planetnoise.cap

  • Ahh, that should work

  • pyteo

    Is that what you wanted the scarf thingy for?

    I don't think the Sprite ribbon would look quite right for that.

    I think your looking for something like Viewtiful Joe, or a Spawnish kind of effect.