TheWindmiller's Forum Posts

  • I've just built upon the Zorder default logic. The thing is these objects jump layers at random times, and have been spawned for a while before they do...like trees and stuff that lives on the level to begin with.... I'd love to post events but its a huge system and I don't even have guesses at where the issues is from, so it won't really be of any help. I'm wondering if there is something known to do that, that I ain't aware of...

  • Hey guys, I have this weird problem which appeared suddenly. I have certain sprites changing layers with no good reason. Further more they tent to jump to a GUI layer which has no parallax and things become messy. The thing is, I have absolutely no idea why. Probably something to do with my Zorder logic, although its been in place for quite a while and only started doing this thing when I added more NPCs to the seen... . If someone can tell be a way to make certain sprites don't jump layers it would be great.

    Cheers!

  • Will do, thanks!

  • hey guys

    I stumbled upon this great example capx of a typewriter effect (I think it was from Ashley).

    https://www.dropbox.com/s/vgn4h9hptntq8is/typewriter.capx?dl=0

    I just wonder, is there a way I can go a bit further and make it so each letter has a fade in effect when appears. Sort of like the following:

    https://youtu.be/6IqxgBrgUzg?t=857

    I tried whatever came to mind but can't seem to target each letter seperatly in any opacity operation that I can come up with.

    Thanks guys

    Cheers!

  • Hey guys

    Is there any way to draw a sprite only while it's overlapping other objects - and only the part of it that's actually overlapping. I'd assume this has something to do with masks but I couldn't figure it out. The basic example is, I have water objects, and I have a reflection sprite, I want the reflection sprite to be drawn only when it has water objects under it, and not the entire object...as I mentioned.

    Is this possible?

    Cheers!

  • That's pretty cool, thanks! I'm playing around with these ideas right now, and things are looking better.

  • OK. so I pick all TYBE B objects which are within some distance and set a value to 1, and then all that are further away from that are set to value 0 and then I pick the onces with value 1 for the collision checks and that seems to have a significant impact on the FPS for the better. Still, it's not perfect, if anyone has any other ideas they are still more than welcome.

  • Hey guys, I have an optimization issue I can't quite solve. Any help would be imensely appreciated, thanks. Here it goes:

    For this example's sake, my character will be called object TYPE A

    Image I have a layout with 200 objects TYPE B

    Now, around my character, there are always a few scattered objects of TYPE C that move with the character (TYPE A)

    For one purpose or another, I need to detect all the time a TYPE C object is overlapping a TYPE B object, and there are a hell lot of TYPE B objects, and that seems to be a very heavy thing to do with this many TYPE B objects. (NOTE: TYPE C objects are also ~ 20).

    So my question would be, how do I narrow down the TYPE B Is Overlapping TYPE C object check only to near the TYBE A object. There are a few sub-points that make this a tad more difficult.

    a) I need to perform checks all the time a TYBE B object is overlapping a TYPE C object as the TYPE C object has changing properties that then reflect on the TYBE B object, so I perform these checks every 0.5 sec. - This means I can't use On COllision as it is a one time thing.

    b)There will be more that one TYPE A object, despite me giving the example above as it being the player character, that was kinda misleading, cause there will be other TYPE objects with their seperate TYPE C objects (context is not an issues here, every TYPE C object knows to which TYPE A object it belongs, however the effect when overlapping with a TYPE B object is the same)

    c) I've tried picking TYPE B objects to by distance being under something from the TYPE A Object and to only check for overlapping with those but I either did it wrong or it had no effect on my FPS.

    Any clarity would be of much help, thanks.

  • Hey man, thanks a million!

    This is really great and I got the idea - nice and simple. Great explanation, thanks again.

    Very helpful, exactly what I needed.

    Hope I can start being of help around this forum as well, still have a ways to go though .

    Thanks again.

  • https://www.dropbox.com/s/rj7kegisfsm3yiv/test.capx?dl=0

    Ok, so here is a quick capx illustrating the issue. It is a bit different than my original explanation, but basically it comes to the same thig.

    One event gives 20 when on of the two green squares overlaps the blue one, and the other gives 300. You have contorl over the one that gives 300. WHen you overlap the blue object, the text object will display the value that you add to. Now, what I need is a way to remove from the value the moment the controlable green square stops overlapping with the blue one.

    Any ideas?

  • Hey guys.

    So this one is confusing me quite a bit. I want to add value to a var of an object when another instance of an object is overlapping it (one of many that could and would at the same time) then remove the same value when this instance of the object is no longer overlapping it.

    Example:

    Object 1 has var which fills when ever an instance of Object 2 overlaps it, by the amount which is custom for every instance of Object 2. Take for example there are two Object 2s, one has a var with a value 20, the other 30. The Object 1 var value would become 50 when both Object 2 instances overlap it, but when one of them stops overlapping, the value would drop to 20 or 30, depending on which instance stops overlapping....am i making any sence?

    Any help on this would be hugely appreciated.

    Thanks!

  • Hey, great!

    Thanks, I think I see what I need in this example.

    Cheers

  • Hey thanks

    How do I make it see the first walls, but not any walls that may lay behind the them? Wouldn't this just reveal all walls in my LoS?

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  • Just for firther clarification. The wall is part of the map enviroment. By design i need to hide all the map enviroment until i see it, for exploration purposes - so I cant really use it in the traditional way that it just blocks vision but is not open to being hidden itself. On the contray, I need it to both stop vision passing through while also hiding other walls behind it, but i need to see the wall that stops me from seeing behind it...hope I make sense.

  • Hey guys

    I have an issue. I have walls, walls are solid and are listed as obstacles for my Line-of-Sight behaviour. All is well but the fact that I also don't see the walls that should be visible - just blocking stuff that's behind them. Any ideas what I'm doing wrong or is there a known *duh* workaround for this that I ain't getting?

    Cheers