Rhindon's Forum Posts

  • Also, the second event line is just written as sprite: add self.vz*dt. What am I adding that to?

  • R0J0hound - Does the Z variable ever change? It doesn't appear so based on what you offered. If not, does it matter if I just use max(1,1)? Or is there something I'm missing?

  • Thank you, everyone! I'll attempt to implement your suggestions when I get home today.

  • In my game, whenever an enemy is hit, it will spawn a few collectible power-ups. Upon spawning, I want it to appear as though they are "bouncing" once from the enemy. Since the view is a top-down perspective, I figure that adjusting the scale of the power-up while it travels in a short linear direction is the best option.

    If we could imagine viewing this power-up spawning action from a side view, it would basically be a parabola (think back to math class and graphing x,y points). The parabolic equation is y=ax^2+bx+c, where y=object's scale.

    However, I'm pretty sure this is an overly complicated way to work this out...but, I would still like to know if anyone can help me understand how I might make it work anyway. Also, while there is surely a much more simple solution, using a parabolic equation would make the effect look more "natural" in my mind, which is partly why I am still seeking help on this one.

    Thank you for your help.

  • Well, that did it. You were right - just one event. Leave it to me to make things more difficult than need be. LOL

    Thank you for your help!

  • IMAGE REFERENCE: dropbox.com/s/c4vzxdxw2rxft0q/Touch%20Mobile%20Controls.png

    As you can see from the image, I'm working to make a character move via the Pathfinding behavior.

    HOW IT SHOULD WORK

    1. Player touches screen designated by the BusterMoveVerify object. (This is because a portion of the screen is dedicated to the HUD where specific controls are. I don't want Buster (the character) moving any time that area is tapped, after all.)

    2. The coordinates of that particular touch are stored to the character. (The animation frame is just part of my test to verify what's working and what's not.) The ID # of that touch is stored, as well. The IsInTouch boolean is to make sure simultaneous touches don't occur in the designated (non-HUD) screen area.

    3. Upon releasing the touch, the character should find the path to the coordinates of the touch. Also, the IsInTouch boolean will be set to false so that another touch can properly register and the touch ID variable also reset so that there's hopefully no further bugs...

    THE PROBLEM

    I've verified that the initial touch does work (that's the purpose of the animation frame action). The BusterOnTouchX/Y variables receive the coordinate values of the touch and the IsInTouch boolean also updates to true. However, whether I'm using my mouse, the touch screen on my laptop, or live previewing on my cell phone (the game is ultimately going to be a mobile app), it never recognizes the end of the touch.

    Since I'm using Pathfinding, I've checked to make sure there's no issue with the cells - plenty of space to move around in so not to hinder its finding a path or moving along it. But, it doesn't even FIND a path to the touch coordinates.

    I'm at a loss here. Could someone wiser than I am help me, please? THANK YOU!

  • HOT DAWG! IT WORKED! Almost EXACTLY what I was hoping for! The detail that didn't turn out as I wanted I can easily fix at home. Thank you so much. It may seem like a small thing, but my gratitude is deep. You just helped me to make my game that much more "high quality". And since this will be the first game I'm going to publish,I want to make a good first impression. And, thank you!

  • Put CandleLight and WallDetail on the same layer, CandleLight below the WallDetail.

    Set "Force own texture=yes" on the layer, "Blend Mode=Source In" on the WallDetail.

    There may be other ways to do this with different blend modes, you need to experiment.

    Thank you!! I'm going to attempt this now... I'll let you know how it works out.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm working on creating some "atmosphere" for my game by having details on the walls not be visible unless highlighted by candle light.

    This is the basic set-up:

    Layers - Object(s) on layer

    ...other layers...

    Candle - Candle object and candle glow object

    ...other layers...

    WallDetails - WallDetail object (lays on top of wall object but on a different layer)

    Walls - Walls object (speaks for itself)

    When the level is set up, the WallDetail object is supposed to be initially invisible. However, anywhere that the candle glow object overlaps the WallDetail object, the WallDetail object can be seen in the area covered by the candle glow object.

    Since the objects are on two different layers, I've been trying to figure out which blending effects I need to use, but so far I have come up with nothing effective. Could I get some suggestions, please? Thank you all kindly!

  • HA! Nevermind. I figured it out.

  • Maverick1912 - Okay! Good news! It worked. And, actually, I discovered that I had accidentally had the wrong object selected to test if it was overlapping the test object to initiation the zoom. That's all fixed, too.

    But now I have another matter... When the layers in question zoom out, the collision barriers of the walls seem to "extend" past the scaled out images. I can move my character around, but the walls don't necessarily seem to have gotten smaller. I can't get up on the edges like I can when the scale is normal.

    Any idea what's causing this?

  • Thank you! A simple lerp-style set of instructions it looks like. I'll give that a go and let you know how it works.

  • I've reviewed several posts in the Forums here but couldn't find anything that made sense or was exactly relevant to my case...

    I'm working on a Zelda-esque (old school) mobile game in which, when the main character overlaps the candle bloom, the camera will zoom out via scaling the layers out to show more of the level.

    The event line reads:

    If Character is overlapping CandleLight set Layer Scale to 0.5

    The affected layers (currently, ONLY layer "Walls") have a scale rate of 50%.

    What I am hoping to do is gently zoom the camera out/in rather than have it instantly appear at its updated scale. The problem I'm having is that when the Character overlaps said candle light, nothing happens.

    The layout's Unbound Scrolling is checked and I tested it with unsuccessful results with it unchecked, as well.

    I don't want to zoom out all the layers (ie: HUD) - just the ones related to the level design, etc.

    Any suggestions on what I may try?

    Here is the C3 file: https://www.dropbox.com/s/r76jkxweizsllfe/busters%20escape%20v5%20.c3p?dl=1

    The event line is 221.

  • This may seem like an odd one, but I'm trying to do a little research for a mobile game.

    In the game, lightning will occasionally flash, flooding the dark room with light. Just as when you've been momentarily blinded by a camera light in the dark, your vision would slowly return as your eyes adjusted.

    What I want to understand is how color generally fades back in after such an event. Particularly bright colors versus darker colors - what does the eye tend to receive first.

    I've done several Google searches but cannot find anything specific to what I'm after (mostly Photoshop and photography tutorials).

    Could anyone provide me with some insight, please? Thank you!

  • NetOne - That's genius! So simple! I'll give that a shot! Thank you!