Yann's Forum Posts

  • Rojo

    Would it be possible to be able to paste a Layer ?

    I'd like that for 2 reasons :

    1/ As there's no families yet, you have to list a bunch of sprite to paste by event. If we could paste a layer you would just need to group your pastable/not pastable sprite by layers

    2/ If you have some zSorting, you would need to know each time what is in front of what and do the pasting in the proper sequence. If you paste the layer it should be automatic.

    Also, I'm looking for a way to implement the drawGL function in the plugin but I can only generate black texture v__v (my game is a bit slow without webGL)

    Anyway, I don't think I thanked you for this plugin so thanks (:

  • By "new array" I don't really understand but if by "new property" you mean a new property in the property panel... I don't think it's possible.

    But I have a bad habit to be wrong these days.

  • Also you can have something like

    Global Variable goPrev = 0
    KeyBoard: On ESC pressed
        -> System: set goPrev to 1
    Touch: On Sprite touched
        -> System: set goPrev to 1
    System: goPrev equal 1
        -> System: go to previous layout
        -> System: set goPrev to 0

    goPrev would work as the "simulation" trigger you were mentionning

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  • Same issue with my game MoonShield

    Tom asked me if I could post it on the arcade, and when I tried the preview to test if nothing was broken I couldn't have any sound.

    As I have like 3 backups (capx, exported caproj and dropbox version) I tested them all, nothing worked.

    So yeah probably a backward compatibility issue.

    You should have my .capx

    But if not, ask me I'll send it back in PM.

  • something like dat?

    fairyStalker.capx

  • global variable speed = 20  //20px down per second
    every tick -> Sprite: set Y to Sprite.Y+speed*dt
  • Oh yeah double pwnd \o\</p>

  • oh yeah you pwnd me =D (and I didn't even open the capx I know it)

    opened

    haha Yawn :D

  • Well if one day I am in a good mood, nothing to do, and a matrix urge, I might try writting a lil plugin for vector/matrix operation with dot/cross product and some easy projection algo... But don't count on it, I'm still a beginner in matrix math and I don't have that much time (: (unless I get fired writting on forum instead of working /o\)

  • You can easily put some instance variable in a sprite for the 2D position (=where are the element in the circle). And in that matter, options like angle, speed, etc are the easiest part.

    The problem is, even if you know where each element is, you will have to project their position to know where to display them in screen space. And what will be their size.

    The screen X,Y position and size are values that depends on the position of the viewer (camera) and the Field Of View (how much things shrink with distance).

    That's more or less 3D projection for you.

  • With a neat projection matrix I guess.

    http://en.wikipedia.org/wiki/3D_projection

    Don't be scared :D

  • I wasn't talking about tile.

    I don't remember if I already showed you that but it's an old project of mine I did at the begining of this year.

    http://vimeo.com/25577578

    As it's a trailer, there's a bit of prerendered cut-scene stuff But I think you can tell apart what is vid?o and what is actuall game.

    You can test the game here http://yanngranjon.com/wp-content/uploads/2011/06/HazardousIntelligence.zip

    It's a bit heavy, the cinematic is in it.

    The graphics are quite simple but my level is about 20000 x 2000 px wide.

    As for VRAM I didn't go over 100Mb I think.

    It wasn't easy, I splitted things quite a bit, but I didn't use any tile or level editor.

    Also upscaled some stuff but it was still ok. The blurriness helped to push the background a bit.

    So yeah it's possible. Nothing is really easy in game creation.

    (:

  • The feature is not implemented yet.

    To avoid the annoying effect I usually do a

    Pick at random with the overlap condition to pick only one sprite

    And then I put it on top.

  • Don't draw huge background, Draw many cool reusable asset and fake diversity with them.

    One day there will be pixel shader effect for c2. And then you will be able to make some color variation on your asset.

    That will allow you for instance to fake distance with the same tree sprite by desaturation and making it a bit more bluish. You will load the same image and use a bit of gpu calculation to shift hue and saturation.

    Just don't think that you will make a big image and stick it in your game like that. It's not that easy.

  • Or by using the usefull clamp

    clampHealth.capx