vubidugil's Forum Posts

  • It should work with the light effect, SCML demos had no problem with the effects... I don't know your technical implementation, did you check Z order?

    Otherwise... I cannot help you without .capx

    Uploading file

  • You need to use pin behavior on each part is spawned

    But, I'm already using it. The placement of the animation is not the problem. My problem is the light effect does not apply to the SCML file

  • I created the animation of a character with two versions, one with normal images and another with images in the normal map color scale. I created two separate scml files with the same animations, but I already explained, one with animation images and another as a mask for the nomal map. Using another test sprite, static png tested the normal map effect on C2 and works perfentiously. But by applying the same effect to the scml file, it does not work. How can I solve this problem?

    https://media.giphy.com/media/3o7btRQKliL9ATAuB2/giphy.gif

    https://media.giphy.com/media/3o7bucDc2GwEeM5NxC/giphy.gif

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  • lucid

    I created the animation of a character with two versions, one with normal images and another with images in the normal map color scale. I created two separate scml files with the same animations, but I already explained, one with animation images and another as a mask for the nomal map. Using another test sprite, static png tested the normal map effect on C2 and works perfentiously. But by applying the same effect to the scml file, it does not work. How can I solve this problem?

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  • link fixed

    thanks

  • Hello rexrainbow, I am very grateful for your plugins.

    I want to make a suggestion, I do not know if what I'm asking for is something simple to do or impossible, but I was needing the movement from the start point to the end point to be random and not linear. Would it be possible to add 2 parameters to the spline behavior, with the functions I explain in that image?

    https://drive.google.com/file/d/0BymfAvlR-3v5c0xfa01oRGJUems/view

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  • justifun

    You could just calculate the control points automatically.

    Here's an example of an expirement with that

    https://dl.dropboxusercontent.com/u/542 ... urved.capx

    Could you please share the file again?

  • Here is the shadow formula :

    Hello again friend, always help me

    I guess the way I'm programming, what you suggested does not apply. Or I misunderstand your events.

    My idea was to use the points of origin in the platform object to delimit the position of the shadow. In addition to controlling the Y position. When the orange object lands on the jump, it updates the values ??based on the point of origin, I believe that here is the problem. But I can not imagine a solution.

  • http://metroidvania-beat-en-up.bitballoon.com/

    My project mixes elements of platform games and beat'en Up!

    I am leaving a link with a sample of the gameplay where it is possible to see problems in the position of the shadow when the player jumps to a higher platform. How to create an algorithm that controls the position of the shadow in the layout, even during the jump.

    If you hit backspace you'll be able to see the collision objects I'm using to control the girl.

    The orange object contains the platform behavior. Controls the character's collision with the terrain and walls. The shadow black circle follows the X coordinates of the orange object, and controls the Y position of the character when the platform object is on the ground. The red object serves only as a collision box.

    Controls

    Directional arrows and the W, S, A, D keys move the character

    Spacebar to jump

    E key to fast forward

  • Like this one?

    I think to do something like Don't Starve. Where the rotation of the layout lets you see behind objects.

    Test .capx https://drive.google.com/file/d/0BymfAvlR-3v5X05UY0pKRmRERGM/view

  • I would like to use the "set layout angle to" by reference to the position of an object in the layout as the point of the rotation source. It is possible?

  • R0J0hound How to fill an array automatically, like this: https:// scontent.frec6-1. fna.fbcdn.net/v/t1.0-0/s480x480/16730213_1423093714396997_8512047485898734476_n. jpg?oh=bbd66497ef4caea251b3b0cad6dbde87&oe =590470D8

  • Hard to tell without looking at what you're doing but there's a couple of things to consider. One is that if you're using multiple tilemaps are you referencing them all in the events or only the first one? Maybe you need to put them into a family and reference that family instead so that it will trigger for all the tilemaps. I just tried a quick test with a textbox outputing the value of Tilemap.PositionToTileX(player.X) and Tilemap.PositionToTileX(player.Y) and the coordinates were returned fine, but I was only using one tilemap.

    They are all in one family. My intention is to create something like tactical movement, I would like to select a group of tiles around the character, and this selection remains indenpendent of the tilemap the character is in.

  • I'm using more than one tilemap, they connect by forming a larger map. Using Tilemap.PositionToTileX (player.X) and Tilemap.PositionToTileY (player.Y) I get the coordinates of only the first Tilemap located at 0,0. The other tilemaps do not return the values. How can I get these values? I figured the TileToPosition property might help, but I could not use it properly. Does anyone know how to proceed?