SoldjahBoy's Forum Posts

  • Ok, yeah I think I know what you mean now.

    I don't think there's an easy way to do what you want... Shadowcaster is a little bit limited I guess in certain ways, and there's been a lot of requests over time to add improvements to it. I worked on making my own shadow system some time ago, but it wasn't very efficient and caused a lot of CPU usage so I gave up in the end.

    I'm not sure if there's a good way to do this - but I'm sure someone here will prove me wrong, lol!

    ~Sol

  • Hi ,

    I'm having trouble understanding your diagram.

    Do you want the gun to rotate a minimum of 5 degrees if a button is tapped, but if the button is held then keep rotating until the gun is at 270/325/0/35 degrees?

    Yeah, to me it looks like he wants it to stop at those increments when held down... so it will rotate by 5 degrees until it reaches XYZ angle then stop, until the user presses again.

    This could be a tricky bit of logic actually... hmmm...

    ~Sol

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  • You can use Line Of Sight behaviour to hide things the player can't see by setting them to invisible.

    ~Sol

  • I think it's because you're setting the OldX and OldY variables, AFTER they're being compared.

    The event sheets run in order from top to bottom, so you need to move your sub event that is setting the OldX and OldY to the event ABOVE your comparison. Currently it's checking the coordinates before it's set them, so it will be getting the current coordinates, not the old ones.

    ~Sol

  • I made some fully optioned point of sale software with C2. It has inventory management with support for images for said inventory items... it also supports transactions with reports and invoice/receipt generation. Thanks to the power of C2 it also looks a lot nicer than most other similar software.

    ~Sol

  • >

    > > Here a video of the problem

    > >

    > > https://youtu.be/DynhTjoRM3Q

    > >

    >

    > I dunno why, but that made me laugh xD

    >

    > I have no idea why it could be doing that, unless perhaps your collision masks are slightly crooked? Are you using a custom collision polygon or just bounding box mode set to whole sprite from the physics object options?

    >

    > *EDIT*

    > I tried to download your project to check, but it's not saved as a single project file - which makes it a little hard to download properly.

    >

    > ~Sol

    >

    It's saved in google drive in .capx format, you have simply to press the blue arrow on top right of the screen to download it.

    Well I feel like a dumbass now lol... you can tell I don't use google drive very often. I didn't realise it was just showing the contents of the capx.

    ~Sol

  • No worries bud

    ~Sol

  • Yep. As mekonbekon has said, use a variable to control things that you want to, vary, at runtime.

    Using variables is an easy yet powerful way to change anything in your code on the fly... I even use them in the design process when I'm experimenting with things, so that I don't have to change a value in 10 different events... I can just change a global variable value and it does everything else for me!

    ~Sol

  • You should be able to make an event to "pick nearest enemy" with "frozen=0".

    I actually have never used the turret behaviour before in any project... but it seems like that should be possible? :/

    ~Sol

  • Yes you need the part where it checks the tree ID against the loop "for each cloak". It was comparing to itself before because (from memory) your loop was "for each tree" then you were comparing "tree.id=cloak.id".... but, which cloak ID? By changing the loop to "for each cloak" you're telling it which cloak to compare to. Before it was just comparing to *any* cloak, not a specific cloak.

    ~Sol

  • ERm, I think I fixed it? I sped everything up by a lot because it takes soooooooooo long to test so I don't know if that's affected anything at all but....

    Event 17 in your cut-down example, I changed "For each AppleTree" to "For each FireCloak" - since you are wanting to check each firecloak and find the corresponding TREE that goes with the cloak ID. The way you had it, you were basically telling it if the tree.ID is equal to itself, then do stuff. Now, by changing the loop object to the cloak, it's using that as the comparison.

    Hopefully that has actually done it. Go ahead and change event 17 loop object from tree to cloak and see if it works for you too

    ~Sol

  • AARRGGHHHHH lol... it's in a newer version of C2. Must be time to update my software and pray nothing breaks in my project xD

    ~Sol

  • I do not sorry, but Davioware is still active. I have sent him a PM to see if he can update the download link

    *EDIT*

    Just realised this is actually a Construct Classic plugin, not for use with C2! Man, I really should pay closer attention to stuff, lol.

    I'm not sure what else to suggest apart from painstakingly making a masking object, or seeing if someone like Gigatron would be willing to port over the old RetroFade plugin (or make it again from scratch?).

    ~Sol

  • Ah right, that is indeed a bit of an issue...

    Have you posted in the thread for the effect? A lot of those users who made effects are still active and may be able to provide a new link... or someone else may have the effect saved already. I know I have a few effects kicking around - which one were you looking for? I have a feeling I've seen it before (the "flash" effect), but I can't remember who makes it or what it's actually called. I think maybe Pode made something like that at some point?

    *EDIT*

    Maybe you could use something like THIS and use the tint effect to colourize it? I dunno if it will work since it flashes to white (it would probably need to be a grey tone to work with tint) but it could be worth investigating.

    ~Sol

  • Your dropbox link appears to be private or something. Did you create a share link or a direct link? Dropbox has changed now, and it has confused a lot of people.

    ~Sol