oosyrag's Forum Posts

  • Perhaps you should ask for help regarding specific plugin information in that plugin's thread.

  • Ah I understand. Then as previously mentioned, I think putting the relevant objects into a family (then check on collision with family) would be my suggestion as well.

  • Right, this would only work on a static image prepared... I'm not sure if there is a way to dynamically apply an effect mask to destination objects. Will experiment a bit when I can.

  • Any particular reason why you don't want to use collisions on the bullet? If you have bouncing and solids enabled, those collisions will be calculated regardless, in case you're worried about performance, so you might as well utilize them for your effects.

    Here is a past example I made for someone else that may be relevant, but it does use collision conditions - https://www.dropbox.com/s/6cliwidu8f51p ... .capx?dl=0

  • I would imagine using a combination of blur horizontal/vertical, along with a clipping mask. You have two layers with the background image, the one on top is blurred and the one below is not. Use the "destination in" blending mode on a helper sprite (clipping mask) to clip the blurred layer to only the section you want blurred, while the rest of the unblurred background shows below. On the layer with the blurred image and clipping mask helper sprite, you want to set the "Force own texture" property to yes.

    I can't try it myself at the moment, so not sure if it works. Someone else might be able to contribute a better/simpler way.

  • Cool thanks!

  • Was just thinking it would be nice to be able add comments inside of condition/action blocks, rather than on the "event level". It would make comments move obviously associated with a certain event, and allow for commenting conditions and actions seperately.

    Not really any pressing need, nor am I familiar with the technical feasability, but I wanted to mention it as a consideration for a future patch or C3 possibly if it isn't too much work to implement.

  • Pin an invisible helper sprite to the zombie, slightly larger than the zombie itself. When player collides with or overlaps the helper sprite, do attack.

  • By what manner are you putting objects in areas they shouldn't be? Are they supposed to wander out gradually or teleport out instantly?

    You might be able to simplify/refactor your project, 100 events can go a long way. Otherwise, you can also try working on different parts of your game or mechanics in separate projects.

    If you post a capx, that would make it a lot easier to help with your problem, and also maybe compact your event sheet too.

  • ...they both will shoot off in a random direction, instead of doing so separately.

    Try adding a "For each" condition.

  • Many designs take advantage of the various types of scaling C2 offers. As C2 apps run in a browser, different resolutions/window are handled by proper scaling. The user changes resolution by changing the browser window size. You can have further control over the viewable area in any given resoltion by setting layout (or layer) scale.

    Basically, users already control their own resolution by changing the size of the browser window. If you want the user to be able to see more or less of your layout, use layout scale.

    If that's not what you are looking for, perhaps a more detailed description of what you expect to happen or a use case for the user might help.

  • https://www.scirra.com/manual/162/nwjs

    nw.JS Run file action

    [quote:w0ak6rgd]Run file

    Run the file at an existing file path. This is analogous to double-clicking the file in the OS file explorer. For executable programs, it will attempt to run the program; for other file types, it will open the default associated program, such as the system default image editor if an image file is given.

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  • First thought, try using an invisible sprite to represent the attacks.

  • Try leaving a one pixel transparent border around the outside edge of your 9 patch pieces and see if that helps.