scorpwiz's Forum Posts

  • 15 posts
  • Is there any chance that you (or Armaldio) will be updating this addon to work with minify option in C2? :)

  • Hi Ashley, sorry for my late reply. I do see it correctly in the editor (at least I believe this is correct), here's a screenshot from the editor :

    https://drive.google.com/drive/folders/ ... sp=sharing

    Thank you for your reply!

  • Problem Description

    When previewing (or exporting) with NW.JS, the layout is not displayed properly with blending options that are set.

    Tested and it works with Firefox, Chrome and Internet Explorer.

    Also, if "Enable WebGL" is set to OFF, then it works correctly in NW.JS (as well as in all browsers). But if WebGL is enabled (ON), then preview doesn't work with NW.JS

    Attach a Capx

    Here's a CAPX of the issue that can be tested :

    https://drive.google.com/drive/folders/ ... sp=sharing

    Description of Capx

    CAPX is really simple with a Blue_Sprite that is "not working". Please note the blend options in these 2 layers.

    Steps to Reproduce Bug

    • Step 1 - Open CAPX, and set Preview to NW.JS. Blue_Sprite will not show in preview (it is black).
    • Step 2 - When opened in Firefox, IE, or Chrome, everything is working properly.
    • Step 3 - If WebGL is disabled, then it works correctly.

    Observed Result

    Blue_Sprite in the CAPX shows as black (not showing that is), when previewing with NW.JS and WebGL is enabled

    Expected Result

    Blue_Sprite needs to show up with these blending options when previewing with NW.JS, as well when the game is exported.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 10 Pro, x64 version 1607, build 14393.351

    Construct 2 Version ID

    Release 239, 64bit

  • I just tried that, works perfectly!!

    Thank you so much!!

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  • Hi,

    I cannot figure this out, it's driving me crazy <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I have 3 sprites : Player (green), EnemyShip (blue) and EnemyBullet (red).

    Player can also shoots bullets (different sprite called PlayerWeapon) that can destroy EnemyShip.

    My code is like this :

    Event 1 :

    Every 5 seconds / Trigger once -> Create object EnemyShip on Layer 0 (at random Y position)

    Event 2 :

    Every 1 second -> ------ EnemyShip spawn EnemyBullet

    ---------------------------------EnemyBullet set angle toward (Player.X, Player.Y)

    Event 3 :

    PlayerWeapon on collision with EnemyShip -> ---------- EnemyShip Destroy

    ----------------------------------------------------------------------------- PlayerWeapon Destroy

    ----------------------------------------------------------------------------- EnemyBullet Destroy

    My problem is that ALL the EnemyBullets on the screen are destroyed once I hit any of the Enemy ships. I would like it so that ONLY the bullets (and the enemy ship that's hit) from the ship that spawned them, are destroyed.

    So, if the third enemy in this picture (circled in yellow in the below picture), gets hit by my weapon, I would like it so that both that enemy and ONLY its bullets are destroyed. Not all the bullets on the screen.

    Picture

    https://drive.google.com/open?id=0B2knB ... zBxVzZuOHc

    What am I doing wrong ?

    If anyone can please help, that would be great! Thanks a lot!

  • korbaach , This mask1 is spot on, with blending options. I was struggling so much how to make this, so this has to be on different layer, I see. Can you just explain, this mask sprite, that is just a regular sprite, that has to have a Destination Out ?

    Does force own texture also have to be in this scenario ?

    Thanks

  • korbaach

    Yes! I just tried your capx, that is exactly what I wanted! Thank you, thank you!!

    And thank you all for your replies, I really appreciate it!

  • RamPackWobble

    Hm, that's an interesting idea, I was thinking something like that, line by line, just didn't know how to correctly include that fade. Although, 1 sprite would fit me more, but that is still a valid option.

    Anonnymitet

    When you say gradient, you mean to have another same image as the background, just have a "cut", a square hole in the middle ? And then put that on top of the layer ? Yes, I will try that, that might work.

  • Hi,

    I have a scrolling text, that has a bullet behavior. It slowly moves from the bottom, and up. What I am trying to achieve is to have that text show, but ONLY when it is within the yellow box (in capx).

    Basically, the text goes up, and I would like it to not being shown until it reaches the box. Once it goes "above" the box, it is again, not visible (the background is visible at all times). But it keeps scrolling like that - starts showing when reaches the bottom of the box, and stops showing when it reaches the top part.

    And also, the yellow box in the end result, I would like that it is NOT SHOWN at all. It would serve only as a "limiter" of sorts.

    I hope I explained it understandably.

    Here is a capx, that I have so far, if anyone has any idea how I can make it work, would be great.

    wikisend.com/download/356552/ending credits.capx

    Thank you so much!

  • Thank you both very much for replying, it helped!

  • Hi,

    I have tried many combinations with Z order and blending options, but I just can't seem to figure this one out. Please help!

    I have 3 sprites, all on the same layer. I am trying to achieve this :

    postimg.org/image/opyqrek5v/

    But after many different blend combos, and playing with Z order, I just can't get that. I get something like this :

    postimg.org/image/409r4k8ft/

    or something similar, but never what I want.

    If anyone would be willing to jump in and help me with this, that would be great!

    Maybe I am on the wrong track, and this cannot be done with Z order and different blendings for sprites, maybe I need more layers.. I don't know.

    Thank you!

  • Hi,

    just stopping by to say thank you! Your solution fixed what I was trying to achieve!

  • Just in case I am going all wrong about this, here is a modified .capx, which actually shows an exact thing that is happening to me. I have added an enemy to the game, which makes a sound everytime it collides with the player.

    But, while mouse cursor is outside the layout/walls, the collision is NOT working (as evident by the lack of explosion sound, which is on collision). So, if mouse moves to any side, and out, then collision is not working. As soon as the mouse moves back in, it is working again. I am trying to make it work that collision works no matter where the mouse cursor is.

    If someone can please tell me how would I fix this, that would be great! I have really tried many things (these .capx-es I am putting here are made this simple on purpose - it's just so I can show what problem I am having).

    modified capx : https://drive.google.com/file/d/0B2knBeHLJj8ya3BkVDRaTkxTc3M/view?pli=1

    Littlestain, in case an answer to my question is in your posted capx file, then I apologize for not checking it first hehe, but I think this is a little different.

    Anyways, thank you and have a good night all! Will update tomorrow (now for real)

  • Thanks for a reply, I will try your solution tomorrow a bit, and will update this post.

    As for mouse to be unstuck, maybe something like, pressing Escape while "in game", gets mouse back unstuck (and/or pause the game). Something like in VMs (VMware player, Virtualbox...) how there's that combination of keys to grab/release mouse and keyboard input.

    But will definitely try your .capx, I actually tried to open it now, but it says it's made in a newer version So I will update C2 and do all that tomorrow, it is too late for me now.

    Thank you again!

  • Hi,

    It's my first post, am pretty new to Construct 2, so bear with me please

    I have been unable to make mouse cursor "stay" within layout/window. Basically what I am trying to do, I have a layout and window size the same. Let's say it's 1280x1024. When I run the game I made, I want to be able to have mouse cursor not leave that layout.

    Right now it is setup On start of layout - Set cursor to none. I would like it so that when I move my mouse to the outside of my walls (can be seen in the .capx below), that the mouse cursor stays within those walls. As it is now, as soon as the mouse moves outsides, the cursor goes back to the normal arrow cursor, and mouse can be moved all around the screen. I want it to be confined within that layout.

    Something like, if mouse.x(or y) coordinate is less than (or more than) screen x(or y) coordinate - than stay within those coordinates.

    I have included a simpler version of my problem, in this capx :

    https://drive.google.com/folderview?id=0B2knBeHLJj8yfnhael9PWVJHMVZ0OW9JYjJyRzFaaDN2ZjE3OFAyZWFzTW1EbDhlWXJwUE0&usp=sharing

    I hope I asked that understandably.

    Thank so much for any help with this!

  • 15 posts