Ometheu's Forum Posts

  • slanw

    There's probably a few ways to go about this, most likely some better ones from more experienced guys around here but this method works for me and doesn't require to many events..

    Firstly..

    Pick a Sprite on screen preferably on the layer you want to effect (just create a blank square and set invisble if you like) and add to it the "Sine Behavior".

    In the Sine Properties set Movement to "value only"

    Set everything to 0 cept' for Magnitude (100) and Period (say 2?)

    * you can play around with Magnitude and period for desired result..

    In events:

    Everytick > System-Set layer Effects Parameter > The layer, The effect, Index (0), then > "Sprite.Sine.Value"

    *replace 'sprite' .sine.value with your sprites name that you added sine to

    * You'll probably need to do this for Both Horizontal and Vertical but they can both run from the same Sine.Value.

    Hope that works okay for you..

  • No worries, glad it helped

  • Ahh, I see what you are after, I can't think of any perfect way to achieve this using effects, shinkans idea is great but I'm guessing it won't work with non-square images, like the hair you have, you want the fringe to not have a border, but the tips on each side increase the height of the sprite causing the fringe to have a larger space of transparency beneath.. so the bottom of the tips wouldn't have an outline, but the inside would..

    Off the top of my head, You could try doing this with Animation Frames, it's the longer way around, when condition is true > goto frame 2 which you have drawn the border sections in manually..

    ....

  • Fwumpy

    Yo,

    You could try something like this..

    Aslong you are not using Scrollto or camera behaviors on your player and don't want your layout to scroll beyond the viewport...

    System> Compare two values

    > Player1.Y > 'viewportBottom'

    >> set player.y to viewportBottom

    --------

    System> Compare two values

    > Player1.Y < 'viewportTop'

    >> set player.y to viewportTop

    --------

    System> Compare two values

    > Player1.X < 'viewportLeft'

    >> set player.y to viewportLeft

    --------

    System> Compare two values

    > Player1.X > 'viewportRight'

    >> set player.X to viewportRight

    ** edit, You might want to add +/- pixels to each set X/Y, so that it stays inside the viewport and not halfway out.. ie, if your player is 100 pixels wide then set player.X to "viewportRight+50" etc.

    hope it helps

  • Rory

    Yes, you can add effects to families, if you go into your "projects" tab and select the family (create one if need be), then with it selected in the projects tab you'll see options for the family in your properties window on the left.

    add the effect to the family there and then use events to enable/disable it..

    Hope that helps buddy

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  • newbie99

    Hey mate, not sure how your events are structured but I'll hazard a guess you have it on an "Every Tick > Set Angle to: angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))" kind of thing?

    As long as you don't care to much about deadzones.. you could Try using "Compare Axis" instead, if "Right Analog X" is "not equal to" to 0 then > set angle to...

    hope it helps

  • emoaeden

    you could try this, same problem and this got me around it...

    In the window where you select which key to use Hold in CTRL then press ALT, it'll goto CTRL first then it should change to ALT for you

  • oh man, i am so bad.. I scored "1".. you are right, it's defiantly got that addictive thing going on

    ** edit, got 8... damn sharks! hah

  • Nice work Termian, I like it around 3:43 when you punch that unfriendly creature!

    This is just a teaser for my current project, it doesn't explain a hole lot, but basically it's an obstacle avoidance scroller.

    https://vimeo.com/87371129

  • This is my current project(almost done!), Hope yal like, you can see more of it at http://www.ometheu.com <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi everyone, I agree with vinster above, very good to be here!