thegodo's Forum Posts

  • Anyway, thank you, matriax.

  • matriax - Did you fix the black background? I mean, without using the additive blend mode.

  • There was a last-minute issue that also affected C3. I've updated the r248 download to correct it. If you re-download and reinstall r248 it should fix it. Can you confirm this works?

    A big "thank you" from here, for still being updating, fixing and upgrading the great C2. I know C3 is now a priority, but you are here with this. Don't give up with it, Ashley.

    Thank you, again.

  • Thanks Untune!

  • i use this on layout properties and works fine. Thanks

    Could you reupload this, please?

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  • Yesss I think you strike home (I think its well writed XD ).

    I'll study your example. It looks like the best way, I guess.

    Thanks again, master.

  • Thanks LittleStain, but the desired result is like is that light were behind player all time, with all its original shinning.

    With this method I cannot see a good path to achieve it. Perhaps, I personally can't get it.

  • Sorry I'll try to not bump again.

    Due to your answer I am thinking about if it's a mistake use Paster plugin only to achieve a light system. A brilliant light effect is what I'm trying to achieve. Simply, a TV shining in the dark, but if you walk in front of the Tv, the light remains behind the player. Am I explaining well?

    My reason for Paster is that in the game, lights will be lightning the room where you are and the walls behind player, but not the background such as sky or mountains.

    I am thinking this is impossible even if you are using a traditional light system, this is:

    Layer 0: -

    Layer 1 : Light

    Layer 2: Darkness

    Layer 3: Player

    When you want player walk above the light, you have to move Player lo layer 0, but whit this, Player will be lighted with no darkness.

  • R0J0hound? Can you throw some light over this, please?

  • Added a capx. I forget it

  • Hi.

    The scenary is a 2D platform game.

    I have learnt basics about Paster, but...

    Layer that contains the Paster is on the top of layers (it must be). So the darkness (a giant black sprite) is above the player and pasted into Paster, right. Now, all is dark, right again.

    There is a TV turned on behind player, which has its own light.

    A light behind player will never be able to shine because is under the darkness. If you paste the light object into Paster, it will shine but light will be above the player. When you walk over it, it will stay over you.

    https://www.dropbox.com/s/75vlj1cmi2t0hk0/light_problem.capx?dl=0

    Any ideas about fix this?

    Thanks in advance.

    Excuse me for my bad english.

  • Problem Description

    ____ C2 returns an error message when trying "debug Layout" on Preview Browser NW.js after update to C2 218 and NW alpha 6 0.13.0 ____

    Construct 2 218

    NW.js 0.13.0 alpha 6

  • In brief:

    I need to keep all state like pause action would do, without getting all inventory objects invisible on each layout in game. Go to inventory layout, come back and all actions goes on from the exact point it stopped.

    Anybody help, please?

  • Hi

    Question is next:

    You are in game, walking across the jungle (layout 3 of 100 total), and two crazy monkeys start to throw you nuclear bananas In that moment you remember to have in your inventory a flamethrower, suitable for this situation. Press the button to show the inventory, which is composed of 34 objects.

    Options are:

    a) inventory is in a global layer. Every level would need the same layers structure for having all the objects from that global layer, causing memory costs.

    b) inventory is in a different layout, showing its content when "system - go to layout inventory".

    My option is b). But question is:

    To achieve the level keeps its exact state when you come back to jungle (every banana in the air, player and monkeys in the same point, and so on...) best solution is "system savegame/loadgame", or persist behavior in every single object, or is there any other way?

    I mean, I have actually varios types of inventory, and think about have all inventories as global in every layout/level increasing the object count extremely. I think its suitable for a HUD, but not for all objects in player's bag. Problem with keeping state doesnt exist if I use option a) instead of b), but option b) is cleaner and efficient, isnt' it?

  • kingpirux

    I've seen that trick before. Problem is:

    1- (as you said) quality doesn't reach level I am looking for

    2- a planet that orbit at a realistic velocity needs so much more than 16 frames. If you set the animation speed to a low framerate, you'll only be able to see a lagged planet jumping from a frame to next one. With only 16 o even 50 frames, you should set the frame rate at high values for not to obtain a bad animation.

    If you think about any kind of good solution, please, let me know