tuaarita's Forum Posts

  • I didn't even think about using the mouse down event, that did the trick! It even fixed the bullet going through walls bug I had when I got too close to it. Thanks again Jay.

    I should probably just make a single thread for all my silly questions

  • I'm stumped. The shotgun and pistol create twice the bullets on every event.

  • I'm a dumdum. All I had to do was set that ground objects height to a multiple of 2 (2, 4, 8, 16 and so on) and it worked.

  • New problem for me that's probably been tackled before but I couldn't find it.

    How do I stop these 1x1 physics objects from overlapping with the immovable solid (red object)?

  • ^

    Thats basically what I needed but you can't set it to be a solid color with that, it will be either slightly transparent or black if you set the intensity between 100-200. Thanks though.

  • aw geez I think I finally solved it. I had two layers, bottom one with whatever, and the top one had an object with the erase effect, and the color replacer effect by R0j0hound on the layer to control the result. The top layer needs to be transparent and then you use color replacer to change the black (0, 0, 0) to whatever you like.

    https: // www .dropbox.com/s/zygvwnru4d91t96/yaaay.cap?dl=0

    and the result

  • So basically, I need to have an object make another object transparent to show the layer below them but I need control over the colors so I can't just use a multiply effect like normally. Anybody?

    Can someone explain to me why this works in the editor but not in-game?

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  • Alright so what I'm trying to create is the lighting used in Roguelight

    I may be way off but I've been using the multiply effect on two different layers, top one with the light sphere and bottom with the boxes, and the boxes have an additional multiply effect on them. This kind of works and gives this result

    But what I want to do is have control over the color of the squares as now they are strictly black or dark shade, if I try to edit the sprite with a lighter color it just blends more into the background. Thanks anyone.

  • So I made this bolt with a custom behaviour which works well enough, but it spawns another instance of the object that doesn't even move. What's going on? I've gone through the event sheet and there's nothing else that could be spawning the bolt at the player location.

    <img src="http://i.imgur.com/PmZNzYe.png" border="0" />

    <img src="http://i.imgur.com/NXRfAh3.gif" border="0" />

  • Thanks for the reply.

    Unfortunately that didn't help with the disappearing. Raising the eye distance (3d) just diminishes the 3d box effect. In fact, I'd like to lower it from the default 500.

    Edit: Okay I just found out that raising the depth of the 3d box to the same or higher value as the 3D eye distance stops the disappearing. But this isn't ideal as the walls will obviously appear as skyscrapers. Anything else that might help fix this?

  • So I can't figure out what is going on here. Does the engine stop rendering the box when it thinks it's out of vision?

    <img src="http://i.imgur.com/bHOtRat.gif" border="0" />

    Well. I figured it was the x2 zoom events I had in there that messed up the 3D box object draw distances, I deleted that and it worked. I removed the link to the cap as I continued working on it.

  • I'd like to keep it simple, though. His shadowcaster events baffle me and I wouldn't know how to maintain it.

  • So, here's the capx

    dropbox.com/s/uywy4s3y3adkjmw/pixelshadowcaster.capx

    I'm using line of sight to object to change the ground tile brightness value to 100, and invert line of sight to object to change it to 70.

    What I'm trying to figure out is if there is a more performance-effective way of doing this at a pixel level or how to optimize it if I want to use it at a very large scale?

    Edit: A gif

    <img src="http://i.imgur.com/Jg1ZSj7.gif" border="0" />

    As you can see here the framerate is only about 25.

  • After some help from a friend I think I finally managed it. Here's the capx of what I was trying to do.

    dropbox.com/s/au651fssm5sljun/hi.capx

    As for the cone of view it started to lag with so many objects, I'm thinking about merging it with the destructible terrain trick to keep the object count low.

  • Can someone tell me whats happening?

    I have the blocks gravity angle set towards the block in the middle

    <img src="http://i.imgur.com/OmdUa7w.gif" border="0" />

    Why do they take off?