Sup with that?'s Forum Posts

  • Prominent Well, not sure if this is long since abandoned but I figured I'd ask. I was using this behavior and some of the features seem to be finicky.

    For example when I set to Zindex to in front/behind, it doesn't always seem to work. Firstly I'm assuming that say, Zindex=behind means the pinned object should automatically get positioned behind the object it's pinned to, right? However this doesn't always seem to translate to runtime. Am I doing something wrong?

    Edit: after messing around for a bit I found that this seems to happen if the objects are on the same layer in the editor. Moving one of the objects to a different layer (again, in the editor, not runtime) seems to correct this for some reason.

    Edit 2: in one instance it only seems to work properly if the object being pinned to has Zindex disabled. What I was trying to achieve was something like this:

    A is pinned ON TOP of C

    B is pinned UNDER A

    = B is sandwiched between A and C

    This seemed to work correctly when I tested it in a fresh file, but when I tried the same in my main project object B kept getting placed ON TOP of A no matter how much I fiddled with it. However, when I set A's Zindex=disabled, it started working properly. I'm very confused. At least it works lol

  • To me the new format is very jarring and hard to read at times. Hope it's just me being thin skinned because I find the aesthetic downright horrible to the point I don't really want to stop by and casually browse anymore, hope the feeling isn't mutual to any potential newcomers.

    Is there a way to view your own posts? There used to be a function to see all the topics you've posted in.

  • Looks very promising indeed. Are you able to port any WebGL effects that are used in a C2 project currently?

  • Turns out there was just a separate event subtracting from the value in B and making it count down faster. Welp, that was my initial guess, I just couldn't find it at first. Crisis averted

  • I have two secondary event sheets that are included in the main event sheet, let's call them A and B. While duplicating events from A to B, I found out that they seem to ascribe different values to dt even when used in the same exact events. So e.g.

    In A: 100 - dt = 100 seconds pass before value reaches 0

    In B: 100 - dt = ~1 second passes before value reaches 0

    I can't figure out why dt in B seems to be 100x that of A. Any ideas?

  • Oh yeah, now I remember

    Thanks guys.

  • Is this possible? Just wanted to make sure of something before I make any drastic changes.

    Right now I've got numerous event sheets that I can mix and match as needed. Let's call them Main Events, Events1, Events2. Main Events contains the fundamental gameplay that will be shared throughout the entire game, i.e. it will be included in almost every layout. Problem is, Main Events started out as the default event sheet that you get when creating a new project, so it's tied to the layout it came with. Currently, Main Events includes Events1 and Events2, but it won't necessarily need them in other layouts.

    a) Am I correct in assuming that, as it stands, if I include Main Events in another event sheet, it will also automatically include Events1 and Events2? Since they are included in Main Events as of right now?

    b) If so, is there a way to divorce Main Events from its original layout, so that I can plug it into a layout independently? Or should I just create a blank event sheet and copypasta all of Main Events into it?

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  • Well I think I managed without lol

    Turning the object itself might've worked, though it could've been a bit of a hassle because it has other LoS behaviors scanning for different things that don't necessarily extend to the sides and rear. Thanks for the tip though, might come in useful in the future.

  • The answer seems to be no but I guess I'll ask anyway. Can I make the detection zone of Line-of-Sight face behind the object, or at an angle, to the object's orientation? I'd like to make an AI respond differently depending on what side of it another object is spotted.

    Preferably I'd like to extend this to an entire family, so I was hoping to avoid container objects which provide extra LoS behaviors.

  • Huh, I thought I'd tried that with no success. Seems to be working now though, maybe I just had to reshuffle the order of events. All's well that ends well.

    Thanks!

  • Is this possible? I might've written myself into a bit of a bind by not outright destroying objects.

    I have a group of sprites all in a container. One sprite is the base and the rest are targets attached to it that get shot at by the player and AI. Destroying a target in the code will obviously destroy the entire container, so instead I marked them as destroyed using variables and animations. Problem is, this doesn't prevent targets from registering in Line of Sight behavior and other code, so AI looking at a "destroyed" target will still consider it a valid target.

    Is there a way to make an object exempt from something like this?

  • Edit:

    It occurred to me that you could try increasing the bounding box size (there’s a setting in the shader xml), then in the shader itself skip when processing pixels around the edge. It should be doable I think by dealing with the uv cords. I feel like I have to re-figure out how they work in shaders every time I use them so I’ll pass.

    Go figure, I increased the bounding box in the xml as you suggested and this seems to have resolved the glitch. Up to a point - the glitch will still manifest if I set the outline width to more than the bounding box (e.g. bounding box = 10, outline width = 11 --> 1 pixel glitch), but that is easy enough to work with. Unless this is somehow bad for performance I guess I could leave it at that. I haven't messed around with the fx file because I can't make head or tail of which line I should be editing, but as long as it's working I'm happy. Thanks for the help!

    brandonP All I've got are personal examples so I guess it depends on your project. Anyway two ways in which this was useful to me was (1) it can be toggled and changed at runtime without needing to draw a whole new set of sprites with a different color/width outline and (2) using it with something like particles will let you color the edges of the particle effect without making each individual particle have a visible outline, which can result in some nice visual effects.

  • Minor update, it appears that this glitch manifests when overlapping any transparent object with a WebGL effect applied. So to recap

    When object with outline + transparency is overlapping an object with WebGL effect + transparency = there's an additional square outline that encompasses the first object

    The glitch does NOT manifest when:

    There are no WebGL effects applied to the second object

    One of the objects is not transparent (both need to have opacity <100 for glitch to appear)

    Sorry to double post at such short notice but I've been playing around with this a lot and got some cool visuals out of it, but with this glitch it doesn't look too swell the more complicated things get. Would be a shame to have to get rid of it all.

    R0J0hound I know you don't do WebGL anymore, but any insight as to what the cause might be?

  • Hey all, I'm wondering if anyone's encountered the following issue and if there's a way to resolve it. I was using this effect on some objects and noticed that there's some visual artifacts when two objects, both using the outline effect and both with transparency, overlap. This doesn't seem to affect transparent objects which do not have the outline effect applied to them.

    In the image below you can see 3 identical sprites overlapping, only difference being that one has a red outline, one has a green one, and one doesn't have the outline effect applied (they are all at opacity = 50, so not sure why the outlined ones look so much darker).

    Can also upload a .capx, tho it's pretty barebones to start with.

    Edit: small detail, not sure if it helps at all and not 100% sure how to explain it. The glitch seems to encompass a box that is always big enough to encompass the sprite's bounding box. For example in this pic you can see that the round sprite is rotated 45 degrees, making its bounding box stand on end, and slightly expanding the "glitch box".

  • Something I was wondering. Is there much difference (in terms of CPU, memory usage, etc) between an object with a complex animation vs multiple objects using behaviors to simulate an animation?

    For example, a spinning propeller with two coaxial rotors. I can either have two sprite objects spinning, or I can have one sprite object with the animation of two rotors spinning. The animation option seems like it'll use a lot more disk space for the sprites, but would there be any appreciable difference in runtime efficiency? Supposing lots of instances of said objects and liberal use of effects? On mobile? On PC?