SullyTheStrange's Forum Posts

  • Nah, he hasn't built that in yet. The to-do list is so long, chances are it's been on there since 2008 and Ashley still hasn't gotten around to it. <img src="smileys/smiley17.gif" border="0" align="middle" />

    As for community features, there's probably legal issues with it. Construct 2 isn't free -- Scirra doesn't want to risk getting sued for taking someone's ideas, even WITH permission. It's a sketchy thing.

  • Sweet, sweet, thanks! Now I need to figure out how to bake a normal map... I don't have anything fancy like Photoshop -- can I do it with Blender? I'll see what I can find about that.

    Edit: Actually I think I'll go with Gimp. It has a clone of the NVIDIA plugin Akira mentioned earlier. Now for some serious trial and error!

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  • A simple tutorial on this would be amazing.

    Yeah, I second this. To be honest I have no idea what you other guys are saying. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I know it's a pretty huge subject when dealing with 3D, but do I really need to know all that to do what Ashley did in the demo? <img src="smileys/smiley5.gif" border="0" align="middle" />

  • If you want her to be standing in the same spot as she attacks, you'll need to start messing around with the origin points for each frame. In the Animation panel, there's a button on the left that says "Set origin and image points" Clicking that will show you the origin, which is what the sprite is centered around. If you always want her feet to be in the same spot, for example, make sure the origin is on her feet in every single frame. Then she won't move so much during the animation.

  • To bring up a pause menu, make a new layer and set the parallax to 0,0. Parallax determines how fast or slow the layer scrolls relative to the others; 100,100 is normal, 150,150 is 1.5 times faster, 50,50 is half as slow, and 0,0 means it won't move at all. Which means no matter where you are in the level, the pause menu will ALWAYS be in the center of the screen.

    As for loading new layouts and then trying to go back to the previous one... yeahhh, don't even try. You'd have to manually save the state of the layout before leaving it and then manually reset it once you go back. Pause menus can be inside the regular layout, just invisible; when the player pauses, make the menu visible. No need to switch layouts.

  • Global var "Biggest"

    For Each Object

    -- if Object.Size (however you want to calculate that) > Biggest,

    ---- set Biggest = Object.Size

    Voila!

  • So one of the under-discussed shader effects we have now is bumpmapping. It's a great effect, as shown in the Ghost Shooter demo, I just... have no idea how to utilize it. <img src="smileys/smiley36.gif" border="0" align="middle" />

    If anyone's taken a look at the capx for the demo, can you explain exactly what Ashley did to the bumpmapped sprite? It's all blue and pink and whatnot. I just don't get how the whole thing works really, I just know the end result looks good!

  • That's what I've been figuring, but... will there be a performance difference? I mean, I use a LOT of grass. A stupid amount, really. The level I'm working on isn't even half done and there's 208 grass sprites. I'll eventually put in options to turn off certain effects, probably replacing the individual sprites with static tiled backgrounds, so I guess it's not a huge deal.

    But in the same way the particle system is more efficient than you spawning the sprites yourself, is the sine behavior more efficient than manually rotating all the grass (maybe 30-40 on screen at once)?

  • Genius, that works amazingly! Quick recap for anyone else who's curious: Ashley's method is great if you want to cover the whole screen, but this one is awesome for a smaller heat effect. Many thanks to the both of ya!

  • Haha well that's a interesting... style of grass. <img src="smileys/smiley36.gif" border="0" align="middle" /> I might have to do something similar with manually controlling the angles though if reversing it isn't an option.

  • Well hey, looks like that performs the same exact thing. Good idea! <img src="smileys/smiley36.gif" border="0" align="middle" />

    Although I tend to shy away from using else's, since in Construct Classic there was some obscure bug that ruined one of my projects for a week... or did the OR's do that? I DON'T KNOW WHO TO TRUST ANYMORE!!

  • That looked like it was going to work at first, but turns out it doesn't... Unless it switches sine behaviors when it's in the starting position (completely upright, no sway), the new behavior picks whatever position it IS at to be it's OWN starting position... which makes it get all out of whack if you have any idea what I'm saying.

    The easiest solution would be for a "Reverse Sine" button... *coughcough Ashley coughcough* <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Sorry to bump an old topic, but I can't seem to do what he's trying to do either. To clarify, I'm trying to get the OR block to say:

    • Condition A
    • Condition B

    or

    • Condition C

    but it won't let me group A and B together, it forces it into this:

    • Condition A

    or

    • Condition B

    or

    • Condition C

    I'm not sure if you guys read his question wrong or I'm reading your answers wrong, but I can't get that to work no matter what I do. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I wanted to implement an effect where my swaying grass would be pushed by the player moving past it. My test works perfectly when they're moving in the same direction, but if the grass is swaying left while you pass it going right, well, I want to make it reverse direction and start swaying right.

    I can't seem to find a way to do that, unless I'm overlooking something right under my nose. <img src="smileys/smiley5.gif" border="0" align="middle" /> Anyone know something I don't?