shaundraws's Forum Posts

  • I think someone replaced my breakfast cereal with LSD. Or wait..... looks kind of cool. Endless runner type?

    Haha desired effect achieved! Thanks for checking it out, yeah endless runner is right. I would love to get some boss fights in there too, mix it up a bit.

  • For a couple of days only the uh pre-pre-alpha demo of Kitty Boom is playable here:

    http://warandpiece.net/kitboom/

    To play match the color of the kitty to the building's he's smashing into by clicking/tapping/dragging the background colors.

    I hope you like it, any and all feedback/comments are appreciated.

    Immediate plans:

    -collectibles and power ups (You can trigger double rainbow mode in the demo by clicking/tapping on kitty.)

    • achievements
    • lots of code optimizing!
    • in game explanation of what the hell is going on
    • Pause Menu

    -start screen refinements

    • responsiveness
    • fix face detachment bug - man games have weird bugs.
    • optimize graphics for iOS gl issues
    • more advanced score breakdown
    • end of round pause bug (causes score to sloooowly creep up)

    Future plans:

    • Boss battles
    • leaderboards
    • smash into things

    Edit: Also a HUGE thankyou to the construct2 community, your advice has been invaluable.

  • I just discovered my purple..at -19, which kind of ruins the transitions. I think I will keep it instant until I tackle replace color again. Thanks again for the help 99Instances2Go

  • 99Instances2Go, it was a lot smoother I was just having some troubles with the shadow color on the sprite, maybe I should revisit this as I'm not very familiar with the replace color effect.

    The transition setup would be ideal, it's the fact that it abandons the transition halfway through unless the mouse is still down. I would like it to always arrive at the destination color. I already fixed this by keeping the picker in place, just worried that you had it moving out of view for a reason.

    I could definitely get by with the instant solution though, damn you're thorough

  • No problem faulknermano, I've figured out that the fault lies in letting the variable get to 0, if I reset it to 0.1 or above it then it works fine. But this isn't ideal.

    Here's the capx https://www.dropbox.com/s/0sv3geztg3w3x ... .capx?dl=0

    You can see the issue by pressing pause before pressing the reset button.

  • 99Instances2Go I have matched them all except for the purple (you're right about the last 20% being totally useless) using just the hue value but I'm sure I can get around this with a bit of fiddling.

    My issue now being you have to hold the click for a second in order for the full color to "develop", what would you suggest to force it to always finish the transition? Is it as simple as putting a wait in there before re-positioning the picker?

    Thanks for braving the HSL landscape for me, I can see why it wouldn't be your favorite! Adjust Hue by Rojo seemed to work great but it causes some transparency issues on iOS.

  • I have my project set up to spawn an object every 3/variable seconds, this is so I can increase/decrease/stop the speed of the spawner when a certain events are triggered.

    This works fine the first time around but when the layout is reset (go to layout is the same) the spawner doesn't trigger at all. when I remove the /variable then everything works as expected.

    I have made sure the variable resets (as I realize dividing by 0 would cause this), and the objects to be spawned are on the layout when it resets.

    ps. Thanks for all the help so far, I will pay it forward as I get more knowledgeable.

  • oosyrag haha that's a worthy interruption, thanks. I'm hoping to have a demo up in about a week,

  • 99Instances2Go I finally managed to implement this and it's working great, the lerp was going to be my next mission but you have handled that too. I have one query that I can't seem to figure out. I changed the RGB effect to HSL and after doing so the colors only change while the picker is over the color, otherwise it will abandon the color change mid-transition. I solved it (temporarily?) by disabling the move picker off layout event. What am I missing here?

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  • Cheap enough ?

    https://www.dropbox.com/s/o23xb0k5bnmpg ... .capx?dl=0

    Wow, you sir are a legend, so good. Thanks

  • Create 6 instances of the same sprite. Give instance variable to the sprite, containing a value or id to indicate which color it has. With this, you can call a function while passing the value from the variable as a parameter. You can also use an array to specify how many sprite you need.

    Example:

    > arr_colors = [red, green, yellow, ...];
    on start of layout {
    	for each arr_colors.x element {
    		create object bt_sprite
    		set bt_sprite.value to arr_color[arr_color.curX]
    	}
    }
    on clicked bt_sprite {
    	call function set_color(bt_sprite.value)
    }
    on function call set_color(var clr) {
    	player set animation/frame to clr
    }[/code:1k6lxplx]
    
    I would recommend you set all the different colors into the main character's animation/frame instead of the buttons. This allow the button to be independent as it will only pass the value needed, so if in case you add more color, you'll only need to modify the main character (no need to add new frame to the button).
    

    Great ideas, thanks so much. I'm not 100% sure what you mean by the last paragraph though, I'm currently using a gl effect for the hue shift if that makes any difference. Here's a gif of the game to better understand whats going on, the background colors are the buttons.

  • The game I'm working on uses full width strips of color as buttons for controls, initially there are 2 buttons(strips) which then shrink along their y axis to make room for a 3rd button(strip) and so on until there are 6 buttons. This happens during the course of one layout. Each button does the same thing but passes a different value so my main character can change colors accordingly

    I'm wondering what the cheapest way to do this might be, as it is now I have 6 separate sprites which all have an on touch action, I'm sure this is overkill events wise.

    I thought perhaps I could use a single sprite containing all the color strips (building up over frames), on touch it would compare the y value and if it corresponded to the location of the color it would then trigger the action. Although I'm not sure how or it's even possible to get the coordinates of a touch event.

    Any tips on how to get the touch y value or any other methods that might be more lightweight than my less than elegant solution would be appreciated.

    Cheers!

  • Looks great, I will have to check it out. What technique did you use for the um.."bendy-ness" of the snake?

  • While looking for a (relatively) cheap way to add a rainbow overlay effect after running into some issues trying to fade in many more advanced openGL effects I discovered I could use a small multicolor sprite and blow it up to screen size, allowing it to distort. I also rotated it while shifting its hue, then I used a hue blend to mix it all together. I'm sure variants of this technique could be useful for a lot of ambient effects. To make it even cheaper you could use an animated sprite to begin with so you only had to expand and blend.

    I'm hoping to have a playable demo up in a week or 2.

  • Mikal yeah that's right. I should have mentioned that earlier, dev tunnel vision at work

    Also the checkerboard texture is an artifact, the colours are solid. Any suggestions for screen cap software would be appreciated, screencastify triggers some lag while it's active.