SoldjahBoy's Forum Posts

  • Yes I understand the method to use it - I just don't know WHAT I would make with it... I'm trying to think of an idea where I could use some awesome effect like this for my current project

    ~Sol

  • Gigatron

    It's all good, I made some workaround with my layering... I now have two layers that characters can exist on - one which is on top of the structure layer, and one that is behind the weather layer.

    My layers now look something like this;

    1. ACTOR

    2. BUILDING

    3. WEATHER

    4. ACTOR 2

    So I've made some events to simply move the character to another layer behind where the effects will be - but if you want to make an example to show what you mean then that would still be helpful - maybe I've made this extra work for no reason

    Thanks again

    ~Sol

  • Woo!

    I have no idea how I could use this - but I will find a way! It's too cool not to find some use for it.

    Thanks

    ~Sol

  • OH awesome!

    Thanks Gigatron - just one question though if it pins to a sprite (my character), what will happen if there is many instances of this character? My character is going to be used for every character in game (just re-texture each part to make them look differently) so if I understand how you explain it - what will happen if I have this effect pinned to many characters at once?

    I guess the problem I have is that; with many characters, one or two may be outside while the rest are inside - maybe I need to just have some extra layers and "move" the character who is outside to a layer that is further behind?

    I can't wait to see the extra weather effect though - that will be awesome!

    Thanks again

    ~Sol

  • You could make 3 bars for each statistic... one white (for the current weapon) and one red and one green.

    You would then need to store the stats for the weapon you're comparing with in a set of variables (global or local would probably do) then do some comparisons.

    The white bar would always be shown on top, with the red or green being underneath - visibility of each bar based on the comparisons;

    Example pseudo code:

    Compare -> WeaponVariable.RateofFire is less than Weapon2Variable.RateofFire -> GreenBar = invisisble, RedBar = visible

    Every tick -> Set WhiteBar.value to WeaponVariable.RateofFire

    Every tick -> Set RedBar.Value to Weapon2Variable.RateofFire

    There's always a million ways to do stuff, but this should work

    ~Sol

  • First stages of being able to build rooms has been added.

    For now there is no error checking (rooms overlapping etc) or snap-building. You also don't require any resources to build rooms yet - but the framework is there and working.

    • Place a "dude" next to crafting bench (the thing that looks a bit like a chair or table at the moment) and right click for the "make" menu.
    • Click Make
    • Click the icon in the menu for small wooden room
    • Click on screen to "prepare" first wall section for placement
    • Click again to place it where you want
    • Click once more to "prepare" the second wall section
    • Click one last time to place it where you want

    Press Escape to exit the crafting/make mode.

    ~Sol

  • I'm not sure if the fade-out behaviour directly links into the opacity of the object - but you can try doing a comparison with the opacity for your collision.

    If opactity = 100

    Object collides with object

    --- Do stuff

    If that doesn't work, you may be better off not using the fade behaviour, and coding a simple one yourself just be setting opacity of the object until it's at 0 - then destroying it if opacity is 0 or less.

    ~Sol

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  • Construct Classic doesn't make apps for android, or anything apart from Win32.exe for that matter.

    You need to use Construct 2, and post in the Construct 2 section of the forums.

    ~Sol

  • You need to use NW.js in order to be able to specify a storage location other than webstorage - this of course won't work for HTML5 or mobile device compiles.

    If you need help let me know, I've worked with NW.js a bit and can probably make an example.

    ~Sol

  • Inb4 R0J0hound gets bored and makes a hooks_jelly plugin xD

    ~Sol

  • Preview browser has to be NW.js also.

    You need to download and install NW.js from HERE

    ~Sol

  • That's weird - what version of C2 are you using? I'm still on R221 because of a current project I'm still working on - I don't want the update to potentially break any plugins I'm using before I'm *finished*, but the problem doesn't exist in R221 at least.

    ~Sol

  • Lmao... I do this all the time xD

    ~Sol

  • It can, and does in instances where you have LOADS of objects updating position - particularly container objects (or shadow caster).

    It can also reduce the fluidity of motion though, and make it "feel" janky even though it's not janky. Also be aware that there is a minimum time for a tick to process (I think it's 0.16 seconds) so setting your timer to less than that means it's running the same as "every tick".

    ~Sol

  • What gumshoe said pretty much...

    Every tick; (or every X seconds for a slower angle correction)

    • Set angle of projectile.sprite towards player.X,player.Y

    On "enemy shoot"

    • create projectile.sprite at enemy.X,enemy.Y
    • set angle of projectile.sprite to (something not already aimed towards the player - maybe straight up?)

    Note, the faster your projectile and the slower it angles itself will all affect the arcing motion.

    ~Sol