bladedpenguin's Recent Forum Activity

  • Won't the fade gradient touch everything else on that layer? I ask because sometimes the player walks in front of stuff, so i have the player on the same layer as the architecture. I guess I could put the architecture a layer above when I need to fade and on the same layer when I need the player in front.

  • My workaround was going to be animations. Splitting into parts doesn't let me have a smooth opacity transition between the top and bottom. The problem with using animations is that it can't work with something that is already animated, like a swaying tree.

    Are you sure this is completely impossible? We have stuff like this?

    If the user's platform doesn't support webgl, I'll just deopacify the whole object.

  • Is there an effect that will cause an object to fade only on one side? When the player walks behind a pillar or something, I'd like it to go semitransparent. I could do this with a tween on opacity, but I think it would look better if the bottom of the pillar or tree or whatever stayed fully solid, while the top became translucent to show the player.

    I'd want the Opacity at the sprite's y=0 to be 0, and the opacity at the sprite's Y= height to be 100.

    If such a thing doesn't exist, could you point me toward documentation/tutorials on making effects?

  • My first thought would be to use steam's built in feature if you are on a PC, but I don't see a plugin for integrating Steam OR voip.

    I did a quick search for javascript voip solutions, and I found https://www.twilio.com/docs/howto, which might be interesting to turn into a plugin. I also found http://sipml5.org/, which may be more open and game friendly.

  • It lets you tile the inside or the edges, so one limitation is going to be that your size needs to be a multiple of the tile size so the inside lines up with the edges and corners.

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  • I don't think you can use a family for this. I think you should create a spawning function. Create a array with 10 numbers in it, then when you spawn an object, pick one of those numbers and remove it from the list. if the number you picked was 1, spawn object1 etc. When an object1 falls off the bottom of the screen, add 1 back to the list and shuffle.

  • I would be inclined to get a half dozen tree sprites and stick them together in a semirandom fashion, breaking it up anywhere I see monotony. This uses up a bunch of spirtes, but unless you are taking up an inordinate amount of memory, or spending lots of CPU time on your slowest target platform checking for collisions, it doesn't matter.

    One alternative is a 9Patch. You can tile the inside, so trees overlap in an organic way, but the outside can be nonoverlapping with correct transparency. One of the difficulties there is that you can't rotate it without rotating the entire layer, but that isn't always a huge problem.

  • Your logic seems sound. To see why it's going "haywire" we need to see exactly what is happening, as well as the exact events driving it.

  • There doesn't seem to be a straightforward way to get the imagepoint offset, but you can (object.ImagepointX-object.X). Thus you can Object.SetX = Object2.X - (object.ImagepointX-object.X). Of course you can do it for both x and y at the same time with setposition.

  • Thank you!

  • If I were facing an issue like this, I would try profiling, which helps figure out what parts of the program are taking the most time. I'm not all that familiar with IOS, but Android devices have a debug mode that lets you run diagnostics from a PC using a USB cable. This looks promising: http://code.tutsplus.com/tutorials/ios- ... obile-9403

  • Could you post a screenshot with that error message? Every time I get a message like that it tells me why....

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bladedpenguin

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