Von Perkele's Forum Posts

  • Thank you Von Perkele :)

    On which projects are you working?

    I'm trying to create a project that simulates day/night cycle, weather conditions, temperature change and different biomes. Many type of games could be built on that ground work. Only problem is it seems to become easily graphically too resource intensive for older computers. Probably because the resolution is too high and too many effects..

  • It would be easier to help if you upload the project file. But did you try "set y to -self.height". You should avoid using "magic numbers".

    And make sure that the object image point is set correctly, so in this case image point y value is 0.

  • Hi,

    I'm trying to store information in array cells like in the advanced random tutorial. In that tutorial the information was stored in a dictionary value field in this form:

    [

    [1,"CreatureA"],[2,"CreatureB"],[6,"CreatureC"],[2,"CreatureD"]

    ]

    I am trying to use that same format in array cells, but it doesn't seem to work. Can someone tell me what I'm doing wrong?

    Example project, trying to call randomized values of 0,1, and 2 by using 3 different probability tables.

    dropbox.com/s/pmlrzvz4o36xupq/ProbabilityTableTest.c3p

  • It's probably best to keep your work as simple as possible. For a simple game that has the same structure in all of its levels and the levels are somewhat randomly generated I think a single layout is definitely how you should primarily try to do it.

    As for the increasing difficulty in the levels, couldn't you just have a global variable that tracks the number of completed levels and use that number to randomize the difficulty of the next level? The randomization will be weighted towards spawning more difficult obstacles as the variable value increases. You could use the Advanced Random plugin's probability table for this.

    Or if you want the player be able to move between levels and if previous levels should remain easy, have global variable that tracks the current level and difficulty is generated based on that.

    Btw have you been creating the graphics of all you examples by yourself? I think they look nice.

  • TobyeRyan, it would be nice if you tell me how you fix that z-order bug thing, it is really annoying me.

  • Looks good. I will have to try it.

  • Yes nice effect.

  • Bliim, nice projects.

  • This is my latest version. It can do the whole cropping thing by moving the currently cropped object to a cropping layer and after the cropping is done the object will be moved back to the original layer.

    You can also change the absolute size of the cropped image and test image movement. I also added tiled background object that can be used to "frame" the cropped image, which can be used to create a nicer graphical effect.

    The only limitation that seems to exist is that you should not simultaneously crop overlapping images, but it's ok for the images to overlap otherwise if only one of them is being cropped at a time. Even that could be solved by adding extra cropping layers and always only having one image being cropped in one cropping layer, and even that is only needed if those images are overlapping while both are being cropped.

    There seems to be a weird z-order bug when the image is being moved back to the original layer. That could be solved by more complex Z-order sorting or maybe someone can find what is causing the issue, which would be nice. But the core mechanics seem to work as intended, which is most important.

    File:

    dropbox.com/s/ckdcogwitbcbvjt/ExpandingImageTrick2.c3p

  • I think a good way to do it is to do it like ChrisFrom but by moving all the objects being cropped to their own layer above their usual layer to a layer dedicated to cropping and then when the cropping is finished move them back to their usual layer. The hiding objects must be made invisible when they are not being used.

    The downside is of course you need an animation frame for all the different crop sizes you want to use and you lose flexibility with how you can set any range of different vertical and horizontal crops like in my project.

    Another option is just to have as many layers as there will be overlapping cards and move each of them to their own layer based on their z-order when they are going to overlap. That is probably least restricting option if there's not going to be a crazy number of cards overlapping.

  • Ok, this is my more advanced version. You can create multiple cards and have them resize their visible area, overall size and change their position. However, if there are multiple cards stacking then the "hide" object will makes all objects behind it transparent. The only solution I can think of is having multiple layers for all the cards you know will overlap, which might be ok if you don't have that many cards overlapping.

    Maybe someone else can come up with a more elegant solution.

    dropbox.com/s/764sk88qcyrpesj/ExpandingImageTrick.c3p

  • Hi,

    Thanks again. Forgot to add "" in the layer name. Silly mistake.

  • Hi,

    I have actually been working with this problem and have come up with quite a simple solution to do it with very little code this far. I'm still adding some features though. I will post the capx when it's done...

  • Hi,

    I encountered a problem when creating objects with the "destination out" blend mode (trying to mask the objects behind the created object. Here is an example file:

    dropbox.com/s/5z2oh4a8cgdo830/ImageHide.c3p

    How to fix it so the created hide object makes the object behind it invisible?

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  • Hello,

    Do you mean an effect like this:

    dropbox.com/s/1503gc7bpdx3tom/ExpandingImageTrick.c3p