RhapsodyInGeek's Forum Posts

  • Thanks a ton!

  • Sorry to necro, but I was wondering if anybody saved a copy of this? It's no longer on R0j0's Dropbox.

  • I was about to post about this bug with a capx. Seems as if it still exists just as this post describes.

  • Really cool effect. May have to pick this up soon!

  • This is seriously cool stuff. Nice job!

  • Of course it's your fault that you were unclear with your request and vague with your intent. It's also your fault that you're using 4k textures. Very silly and an unnecessary waste of memory. I highly highly recommend reading Ashley's blog post on that.

  • Can also confirm.

  • I think, people are trying to overthink this or being stupid.

    Absolutely no need to be rude. You could have left it at people trying to overthink it, or probably underthink. You were also pretty unclear. That said, I tried to figure it out anyway since it might be something people would like. I noticed there was no easy way to do it through layering and blend modes, but since the inverse effect already existed I just used it as a base.

    The Effect

    Demo

    Example Capx

    You may also want to reconsider using 4k textures. Check out this post from Ashley:

    Remember Not to Waste Your Memory

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  • Do you have any examples of what you're trying to achieve? The only description you gave was "a simple mask that inverts colors" and the inverse effect does exactly that. I think you need to be more specific.

  • You can use the effects on layers as well and it will invert everything on that layer. Sprites, tilesets, tiled bgs, 9patch, everything.

  • Nesteris

    That's weird, because it's working for me. I'm using the official SpriteFont plugin. The box size is actually increased to be wider and taller than the text within, to avoid the issue of the text disappearing. I can't seem to replicate your issue, whether through resizing the window, waiting for the splash text to fade in/out, or skipping straight to the main menu. Does it do it consistently for you? Are you running the latest version of Firefox?

  • Nesteris - which menu? I just tested it in Firefox and all the menus seem to be working fine.

  • A lot actually, ! Just nothing in a presentable form yet. I'm also finishing another game and beginning development on another, because I don't know how to properly prioritize.

  • Bl4ckSh33p

    It's not the easiest solution the way I did it, but it works for me. The cursor contains a number variable I name "ui_index". I actually have variables "ui_index0/1/2/3" on it, but that's to maintain indexes through the various sub menus. I use control triggers to add or subtract from the index, and I place the cursor's x/y position based on the index. Something like...

    + Every tick
    -> Set Cursor.Position
       Cursor.X = SpriteFont.X-Cursor.Width
       Cursor.Y = SpriteFont.Y + SpriteFont.LineHeight * Cursor.ui_index
    
    + IF Control.Down is pressed
    -> Add 1 to Cursor.ui_index
    ++ IF Cursor.ui_index > LastMenuOptionIndex
    --> Set Cursor.ui_index = 0
    + IF Control.Up is pressed
    -> Subtract 1 from Cursor.ui_index
    ++ IF Cursor.ui_index < 0
    --> Set Cursor.ui_index = LastMenuOptionIndex[/code:i0auedg3]
    
    That's kinda the gist of the basic principles. It's based off of a zero-index. Of course, if you have several spritefont objects you need to put in a condition to identify which one the Cursor should set its position to.
    
    @Manley23
    Thanks for the props!  
    
    @Hasuak
    -Yeah, the level flash is not really a feature. 
    -Good eye. There are a lot of design choices in the game that are heavily based on Final Fantasy VI, including the world map. I'm not entirely happy with how the towns appear on the map though, so those will very likely be changing, although trying to draw towns using as few 8x8 squares as possible is pretty tough.
    -While I would love to do diagonal sprites that effectively doubles all of the frames I'd need to create and I'm the only artist on my small team currently, plus I'm the only programmer on the team. Oh well.
    
    The menu's eventing in the current posted demo is so damn messy. In the revision it's so much more streamlined, so much cleaner.
    
    There's no attire more perfect!  The vests are actually meant to be like [url=http://en.wikipedia.org/wiki/Brigandine]brigandines[/url], which ties into the upgrade system. You increase your HP by upgrading your Defense stat through armor plating that gets riveted into your vest. "But what about the limbs and face?!" hypothetical you hypothetically asks. It's an old school ARPG, don't think too much on it. That said, their outfit designs are always changing slightly the more my understanding of Victorian Era fashion improves.
  • This is officially my favorite thread on this entire site.