Sup with that?'s Forum Posts

  • You can turn off its visibility either through its properties or a system expression. That, or do the same/change opacity of the layer it's on.

    I don't think there's a straightforward way to pin an object to the "handle", but you can probably do something like "set Sprite position to Slider + Slider's current value*10 pixels" or whatever to achieve a similar result.

    Eh, I'll probably keep using it until it stops working or Clickteam make their event sheets as smooth as C2's.

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  • When you put in an event that loads a save file using C2's own load/save mechanic, does it automatically issue a destroy command to all objects?

    Trying to figure out a bug:

    - Object X on destroyed will spawn object Y

    - Save game is supposed to return to a state where object X is not yet present

    - If I load game while object X is present, the save game will immediately start out with object Y at X's previous location as if object X was destroyed

    But, if I add an event to destroy X right before I load the save file, Y is not present. So, there's a workaround, I'm just trying to figure out the cause.

  • Sorry for the separate topic, og thread was too old to post in. This is mostly a question I wanted to ask of the creator R0J0hound, though anyone can chip in. The conditional opacity effect is available from this topic.

    The effect would be really useful to me if not for an immediate snag I ran into - the effect will make any transparent (0% opacity) parts of a sprite highlight in black:

    This also happens if the sprite's opacity is set to 0%, in which case it shows up as a black block. So basically, any pixels with 0% opacity show up opaque black. Is there some way to give it an exception so that anything invisible doesn't change opacity?

    Edit: Might be the issue is more complicated than I thought. The effect doesn't just highlight invisible parts of the sprite in black, but a square area that is as long and tall as the edges of the object's bounding box:

    To some extent I can mitigate this by using a black-to-alpha effect to hide the dark areas, but, the visual effect I was actually trying to achieve is to have the sprites at 0% opacity so that they're invisible unless they pass over an object in the background (similar to Source atop blend). Since conditional opacity makes them appear black at 0% op, black-to-alpha makes them completely invisible.

    I guess the solution I'm trying to get to now is: is it possible to make conditional opacity still highlight an object at 0% opacity, but in the original colors of the sprite instead of black?

  • I've got a sandbox-ish game with a square play area, in which the player can move anywhere. There's a parallaxed background layer below the player which scrolls slower. I'm trying to add the effect of the player (and other objects) casting shadows over the background. This means that the shadows must follow the objects around, BUT also parallax accordingly with the background.

    The issue is, the layer's origin point is the top-left corner of the layout. This means that when I move towards the bottom-right, the greater the parallax effect on the background below. So, shadows that start out near an object when it's in the top-left, are "pulled" further and further towards the bottom-right. Is there a way to set the parallax origin elsewhere, perhaps at the center of the layout instead, so that the effect is less glaring? Or will I just need to offset all the shadows so that the top-left becomes their origin?

  • That was a fun watch, thanks. I do like me some story videos. Were you able to do team PvE with photon cloud in the second game, and if not is that just an engine limitation of C2? Bit of a let down if it simply can't do shared enemies in multiplayer.

    What are you using now that you've moved on from Construct?

    Makes me want to try doing MP at some point. Good luck with your future projects!

  • Say object A has a blend mode that interacts with object B, but B is otherwise invisible unless A overlaps it, in which case the overlapped area is what shows up.

    Is there a way to do this?

  • Oops forgot to check back here.

    Thanks, I'll try those.

  • The AI is stuck in a loop because the conditions are constantly true.

    As long as "go=0" the AI is constantly getting the command to find a path, follow path, find a path, follow path, find a path, follow path. Same goes for the other values of "go".

    You'll need to make the conditions apply once, like for example include "Trigger once while true" or set "go" to -1 or something at the end of the action.

  • I have a sprite with several animations that share part of a name; "Anim1", "Anim2", "Anim3". Some conditions tell the sprite to play "Anim"&choose(1,2,3) to randomize the animation played.

    Is there a way to do that in reverse, i.e. check "If animation "Anim"&(1 or 2 or 3) is playing"? Or is an OR block the way to do it?

    I've done a similar thing with animations that are dependent on the object's angle, but it's not quite the same.

  • C2 is the the latest 277 64-bit, installed the latest NW.js version last night and still had the issue crop up a few times.

    OS Name: Microsoft Windows 10 Home

    Version: 10.0.18362 Build 18362

    System Type: x64-based PC

    Processor: AMD Phenom(tm) II X4 965 Processor, 3400 Mhz, 4 Core(s), 4 Logical Processor(s)

    BIOS Version/Date: American Megatrends Inc. P1.40, 3/27/2012

    SMBIOS Version 2.6

    Embedded Controller Version: 255.255

    BIOS Mode: Legacy

    BaseBoard Manufacturer: ASRock

    BaseBoard Product: 970 Extreme3

    NW.js version affected have been all since about 0.30.4. I say "all" but I update NW.js sporadically, so it's more like all that I've tried since 0.30.4. Before that version, the issue was a lot more frequent (almost every time I started up NW.js), and when my PC would hang up it seemed to last longer. A strange issue indeed.

  • So, I'm still getting the occasional hiccup where I will try to preview the game in NW.js and the loading bar will just freeze. After closing the NW.js window the computer will seize up as if its CPU is maxed out.

    This happens maybe every ~5 times I start up NW.js. It used to be a chronic problem before update 0.30.4. (IIRC), so whatever was done in that update helped, but seems I'm still having intermittent issues. What to do?

  • Oops, figured it out. Had another action going "LoS DOESN'T see target -> other stuff happens" which was tripping it up. Guess LoS doesn't like inverted conditions. Should've used Else instead.

  • I've been confounded by the LoS behavior. For some reason it's now confused when dealing with multiple objects of the same type.

    Before:

    LoS sees Target -> stuff happens

    Now:

    LoS sees Target, BUT there's other Targets that it doesn't see, so it doesn't react to the one it sees

    LoS sees ALL the Targets -> stuff happens

    Maybe I'm too tired to understand what's going on right now. I could swear it used to work just fine with multiple targets before. Anyone experience something similar? What could make it react this way, and how do I fix it?

  • Lovely work, thanks a ton! This'll be a lot of fun to play around with.

    I've got one last question (that I think I know the answer to, but might as well ask the fx guru). Is there a way to change the... "direction" of the Z direction in the effect? In GLSL dirZ controls forward and back away from the camera, but in C2 dirZ sort of goes from top-left corner to bottom-right. I'm guessing this is a limitation of C2 shaders?