deadeye's Recent Forum Activity

  • Mr. moving entirely to Ubuntu is building a resource pack for Construct?

    He just wants to run off with our sprites! Make your own sprites, dammit!

    (Just kidding )

  • The Wrap mode on the image editor is pretty slick. The Find feature is neat too, but I get a blank "OK" box when I click on the Find icon:

    <img src="http://i34.tinypic.com/29ze6w2.png">

    Clicking either OK or the X will then bring up the find window. Oh, and the Find window is also labeled "Find and Replace" even though there's no Replace (I know you're probably just thinking ahead though )

  • Awesome update... downloading now!

  • Okay, so I'm finally getting around to experimenting with Lights and shadowcasters, but I've run into a problem:

    <img src="http://i37.tinypic.com/2d8gg83.png">

    The shadows are rendering on top of my shadowcasting objects.

    Also, when I set the top layer (the one with the light) to Mask effect, it messes up everything:

    <img src="http://i36.tinypic.com/2jd4cix.png">

    It looks fine in the IDE though, it only messes up at runtime.

    Is this a known issue, or should I submit this to the bugtracker? Or am I just doing something wrong?

    Here's the .cap: http://www.fileshack.us/get_file.php?id ... owmask.cap

    (Edit: This was made in 96.4... the new verison came out while I was messing around with this stuff )

  • those squidgy blocks especially, they rule so much! And look kinda disgusting.

    scirra.com: meat squares in motion

  • Hey! I got this idea from that Aquaria trailer and Arimas post about bones! I used a bezier as a "spine" for the mesh. I think that this effect is very useful for, trees waving in wind, tentacles, springs and such. What do you think?

    That's way cool

    Heres what happens if you give the particles a physics movement, then apply springs between the particles, and then render a mesh to where those particles are

    Whoa

    This thread is amazing. You just invented the blob I was trying to make a while ago, except square. And meaty. Will you share the source for this when the mesh object is released?

    Edit:

    I meant to post about this before, but now is as good a time as any I guess. When dragging the window, the physics breaks. It's like it's adding force to all objects or something. When I do it on the meat cubes, they collapse and fold all over themselves.

  • is it possible replace a certain color in a sprite?

    such as..

    Change "object 1" RGB(17,178,122) to RGB(100,23,50)

    Nope, not currently. It's been suggested several times, as well.

    Currently the only methods of changing color in a sprite are the color filters (which affect the whole sprite) or to re-color them by hand and import them separately.

  • would a "get position of collision" be possible, ie you imagine sprites A and B are both huge

    on collision between A and B -> create EXPLOSION at (collisionx, collisiony), at the moment I don't know how to do this and make it not look stupid (if A and B are huge, and if they're irregular (ie not a circle) I can't do it well at all)

    You could possibly do it by setting up a series of image points around the edges of your sprites, then do a loop (# of image points times) that checks if a point has collided with an object, where the point is the x and y of the image point as defined by the loop index. To save from running the loop constantly, have it triggered by a regular sprite-on-sprite collision.

    The more image points you make the more accurate it would be. Obviously it would be kind of a pain to set it up, but theoretically it's doable.

  • If you want it starting off facing the player then make a "Set angle" action immediately following the create action. Like so:

    + Condition

    • System: Create object pointySprite at x, y
    • pointySprite: Set angle towards player

    Otherwise, I'm not sure exactly what you mean. If you could explain more concisely that would help. What do you mean by "without the same concept?"

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  • i just wanna add some premade effects so people can be like 'hmm...i wanna make it wave a little...but how!? oh theres an action...cool!'

    Ah, good then. I'm not good enough at math to make any decent looking ones on my own. If there were settings to fiddle with, then I'd be able to come up with something neat looking through trial and error.

  • Whats this gaps between tiles thing?

    http://www.scirra.com/phpBB3/viewtopic.php?f=4&t=732

    The one discussed here.

    Maligna is also experiencing this problem with his game:

    Basically, if background graphics are laid out in tiles (like most retro games are) then they separate by a pixel when the screen scrolls. But it's not a constant separation, they kinda jitter a little. Apparently not everyone experiences this graphical glitch, though.

    I don't know, I seem to recall Ashley saying... something about it. It was a long time ago, I can't remember now.

  • Ramesh, I believe something like this is the solution you're looking for:

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deadeye

Member since 11 Nov, 2007

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