SoldjahBoy's Forum Posts

  • R0J0hound

    Thanks very much mate, I will check those out later this afternoon once I've finished work. I'll let you know how I go with it, and what I end up doing

    Cheers bud

    ~Sol

  • That laptop is mega over-priced (at least here in Australia).

    For $1800 I could buy a machine with double the CPU speed, double the RAM, two HDDs (SSD and mechanical drive) as well as standalone graphics processor (like nvidia).

    That dell has only a 13.3" screen, an intel onboard graphics processor, and 4gb of RAM? wtf...

    Maybe look at like, I dunno, ANY model from ASUS, Gigabyte, or MSI... Dell, honestly, are rubbish, and that price is just, stupid.

    Qualifications: I.T. Engineer 20+ years and counting.

    *EDIT*

    For same price ($1800) here in Australia I can buy THIS fully configured to 16gb of RAM... and it completely DESTROYS that puny Dell.

    For reference, HERE is the Dell spec chart and pricing for Australia at least

    ~Sol

  • Sounds like R0J0hound needs a new computer... I wonder what I have laying around here that I could stick in a box and send to you

    ~Sol

  • Can you post the capx file here so I can take a look and see if there's a work-around perhaps?

    I already spoke to R0J0 today about this plugin/effect but he isn't working on webgl effects anymore for reasons, so a fix may not be possible at all - but I can have a look to see if I get the same results using different hardware and/or exported renderer.

    ~Sol

  • Does it still happen if the objects are on different layers?

    ~Sol

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  • R0J0hound

    Thanks for the super detailed reply Massively helpful as always!

    The problem I have with putting different "parts" on different layers is (again, the C2 bane of game making;) because of instance picking of the same objects. I used a container to get around my issues - since using loops to resolve the picking problems because very CPU intensive and I was getting major fps drop with only 15-20 characters (now I can make 60 or 70 before fps starts dropping). Anyway, the issue with having say, an arm or leg on another layer is;

    Explaination: I have a "character" who is made up of several components - this "character" however is being created multiple times to create *every* character in the game. Think of it as a "blank" I guess, mannequin? These blank characters can be visualised differently using animations and specific frame settings - so one characters arm might have different colours to another. Changing the outline colour for the layer itself would obviously change the colour for all instances of the "arm" or whatever - which would mean everything would be the same outline colour regardless of intended design/colour. Each arm and leg is made of 10 segments (giving a "noodle" style appearance) with which I can change the appearance/colour/texture of any segment independently. I could have long sleeves or short sleeves for example - requiring a different coloured outline for multiple parts of the same "object".

    I think paster may work for all intents and purposes, however I think it may over-complicate what I'm trying to do. I'm also not sure what impact (if any) it will have on performance since there can/will/may be up to 40-50 instances of a "character" present on-screen simultaneously at any given time.

    I would just simply "bake" the outline into the graphical content itself, but since there is a form of zordering/rotation to the character, and the limbs are animated using qarp and lerp mathematics - baked outlines would subsequently appear "on top" of stuff that I don't want. If I made a 2nd sprite to match each instance in a container (always placed behind the character) to act as the outline... that would work - but I suspect the extra CPOU overhead for placing instances (to make sure the correct colours are being placed behind the corresponding parts) would cut my fps in half or more.

    As is stands, the way my character "blank" is being created already chews up a fair bit of CPU time since it's running a qarp equation for 40 separate parts (per instance of the character) - and I'm not even sure that this will be suitable in the long run. Adding any extra loops (even for basic/simple placement or comparisons) that are related to the character already dramatically affect the performance.

    My final resort would be to just ignore the idea of using an outline at all - but it's a look that I particularly like and being able to incorporate it in an elegant manner would be ideal.

    Feel free to let me know if you have any thoughts about it - since you're a wizard and all that.

    Don't stress about making an example cap though, unless you really want something to do to pass the time - I'm confident I can work out paster with the example pseudo-code you've supplied.

    Much appreciated as always!

    ~Sol

  • Nice, again!

    I was actually looking to make some fog effects for my current project so this might do the job nicely.

    I'm hoping to be able to create some fog on a given layer, but "mask" it from certain areas. For example, I want the fog to always be "on top" of any game characters, but only outside of a structure and not inside. The character is always "on top" of the structure (since the structure is a cut-away side view) but I want them to be "behind" the fog.

    Is there a good/simple way to mask the fog effect from any given area?

    Thanks!

    ~Sol

  • Now that's a neat effect!

    There's a handful of you guys that are always making cool plugins and effects that constantly blow my mind.

    Nice work Gigatron

    ~Sol

  • R0J0hound

    Great plugin/effect as always bud!

    One request if it's at all possible... can you add an opacity setting and/or blending modes for the outline?

    I also have a question regarding how the outline is drawn around objects, since when applied to an entire layer it outlines a whole object (when it's made of smaller parts) but if applied to the individual objects itself it wraps each individual sprite instead. I was wondering if it's possible to achieve the same effect as applying it to the entire layer, but using it on individual sprites instead. The reason for this is to be able to change the outline colour of specific parts at runtime, while leaving other parts alone. Currently it draws an outline that overlaps the other body parts/segments of the container object so the only way around it is to apply to the entire layer - but then I have to colour the whole layer at once.

    Thanks again for taking the time to make this - it's super helpful even in it's current state.

    ~Sol

  • Seems pretty good so far

    ~Sol

  • What are your skills or strong points? Do you have any examples of things you've made, even tech-demos or small examples?

    Also, in future, team requests go here - https://www.scirra.com/forum/job-offers-and-team-requests_f160

    ~Sol

  • > I made a game and done want the big blue start button to be there, but when i make it invisible it doesn't work, How do I fix this?

    >

    Instead of changing visibility, change opacity.

    0 for Invisible, 100 for Visible.

    This.

    If you need something to still be able to register conditions like mouse click, just set opacity to 0 and you can still use it for collisions and so-forth.

    Setting anything invisible will not work with many actions, except for things like setting instance variables or position etc.

    ~Sol

  • Tbh I can't say for sure. Maybe I hit it right as it jumped, but not certain. It seemed stationery each time that happened since I tried to attack only after the slime would move so that it wouldn't hit me. Perhaps it was due to jump again as I hit it.

  • [ADDED]

    • New "crafting menu" with scroll ability, activated from Work Bench
    • Dudeman is now gender specific (and clothing absent for now! - BEWARE NSFW!)
    • Better persistence of item information and inventory storage (not reflected visually yet)

    [FIXED]

    • Waypoints work a lot better now (but can still trigger out of order)
    • Day and Night cycle tweaked and improved

    [WHAT'S NEXT]

    • Map generation for exploring the world
    • First craftable items (probably going to start with walls/building type stuff)
    • Removing NWJS data handling (hopefully) in favour of newly made persistence system
    • Adding first clothing items

    ~Sol

  • To make a timer that restarts every time the layout starts could be done many ways. Probably an easy pseudo example would be something like;

    --------------------------------------------

    Start of layout -> Set Global variable (timer) = 0

    Every 1.0 seconds -> Add 1 to Global variable (timer)

    If global variable (timer) = 5 -> do something

    --------------------------------------------

    Making a repeatable action would be a little trickier, but using a variable as the timer itself could work for sure.

    *EDIT*

    Just looked more closely at your event sheet there, and you're doing exactly this method already but maybe forgetting to set your variable on startup to 0. Global variables will always remember where they're at unless the program starts from the beginning again. You just need a reset on the variable you're already using when the layout starts up.

    ~Sol