Somebody's Forum Posts

  • Thanks, R0J0hound - I have thought up a system that uses regular sprites if nothing is being modified and Paster sprites if the image has been quad-pasted. That should keep things optimal... now to just implement it.

    Glad you like the icon, I'll see if I can do the rest as well. It's meant to be somewhat in C2's style, just different color scheme, but perhaps it needs a little inner shadow to be more similar.

    QUESTION: It looks like the family system doesn't recognize a Paster object as suitable - is there a way around this?

  • Obviously this is mostly my opinion.

    The thing is - ideas are a dime a dozen - many of us think we have that great mega-idea, nearly every day some kid here is making "The next" one or another. It's easy to think up a game that's "going to have all these cool features, and elements and everything's going to be SO cool" - realizing it is another thing entirely.

    Very few people who actually do things will want to work for an idea. And even with sufficient funding an idea can go perfectly wrong - every year plenty of multi-million games flop loudly.

    So if you don't have the art skills or the code skills you would need at least excellent leadership and planning skills. If you make a very detailed plan of your game idea, write down how everything should work, describe the systems well (i.e. not just "The guy does a cool attack", but "The player character does damage based on this and that, within this time, which is affected by the skills, etc") then you might be able to approach some people and, possibly, get them to do some of that base work. Then by actually checking that work, making sure it sticks to that plan you might arrive at a product.

  • blackhornet - thanks, that sounds like a usable approach - these weird differences in, for example spawn and create can be confusing. I was going to need families anyway for some upcoming stuff so hopefully this is the ticket.

  • Hey, thanks for trying, but that's still a workaround - I use stuff like that (another layer) for the first outline effect and selection outlines seen here:

    This system can have up to hundreds of objects - so it's important this works per object. If this could work as described my system could have outlines on every part - and easy to turn on and off. This would make making "cel-shaded" sprites a snap.

  • Well, that doesn't seem to affect anything, which is why I'm asking here - I suppose the ideal way would be if we could just deal with all objects by UID - pick this by UID and place behind this, picked by UID.

    Hopefully someone has a solution.

  • It kinda depends on what your "orbit" is like - is it limited to actually orbiting around things? Is it a straight line, a curve?

    If it's an actual orbit you could use this neat tutorial to see how to place other objects, say, dots around whatever it is you are orbiting around to show a trajectory: https://www.scirra.com/tutorials/1050/b ... lar-motion

  • It may work, but it's not what I need - bottom of layer is not the same as "Behind parent object", so this:

    [attachment=0:1ho10hss][/attachment:1ho10hss]

    doesn't work.

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  • How do I pick it if it's the same as parent object and set it behind the parent (zorder)?

  • Hi all, perhaps I'm wording something wrong, but I couldn't find an answer to this:

    If my object spawns an object of the same type after certain actions how do I only affect the spawned object? Most importantly I need to set this new object behind the "parent" object.

  • This could be a high level math question of what really is a 1 in 2 chance, but try: If choose(0,1)=1 - do your thing.

  • Yeah, I was just playing around with it and watching the debug, and realised that each one will be a unique object. Still, worth it for the possibilities.

    Btw, could you clarify the "Draw Quad" coordinate sequence? Is it top-left, bottom-left, bottom-right, top-right?

    Also, I made an icon for the plugin, so it's easier to tell apart - it's based on the idea of "stamping" an image onto something. I would actually like to make icons for all your plugins so they are nice and coherent in the UI. Do get in touch if that sounds interesting.

  • This seems like an awesome plugin!

    Question for R0J0hound - would having hundreds of these objects on screen be bad form? As in, using them as regular sprites - basically I'm interested in the possibility of "cropping" images by using a stretched textured quad over them.

  • Looks quite interesting with a striking visual style - is there a gameplay video or a demo available?

  • Should be available through the link in the email you get when purchasing, no?

  • A0Nasser - not that many, actually, I recently cleaned everything up a little, but there's still junk everywhere and it's under 200 base events:

    It's all reasonably simple to an extent. Also, the fact that I'm doing this on a 6 year old laptop kinda helps, as I'm forced to keep things lean and clean. So if it's fast enough here it should be nice for nearly anyone.

    San - it's a limitation of C2 in a way, but sometime in the future I might find a workaround by sequentially sending things above a selected part. Although in the new version this is less and less of an issue because of awesome selection improvements.