SoldjahBoy's Recent Forum Activity

  • You may also want to take a look at THIS work-in-progress plugin by Johncw87

    ~Sol

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  • Hahah sounds like a unique and cool idea. Kudos for originality!

    ~Sol

  • This is looking pretty cool already. I've done a bit of work in the past (mostly with construct classic) doing some procedural generation with cellular automata. Maybe to get your sandy shores working you could use some of the methods found in cellular automata to pick where the shore is. From memory I think I did a simple tile type comparion (overlap at offset) to figure out where edges were.

    Let me know if you need any examples... I'm sure I still have my old files around in my dropbox somewhere.

    ~Sol

  • OH man, I'm getting excited! This is looking really cool Gigatron

    If you can't/don't want to mess around with a masking area - I've taken the non-lazy route and doubled up my layers and added some events that move objects/characters/etc between the various layers to be in front or behind the weather layer. It wasn't my ideal solution because it seemed like over-complication and double handling of objects - but it's working now and I should stop being so lazy!

    Cheers for all your effort - the rain and lighting effects look super!

    ~Sol

  • Got a bit carried away and decided to add my beginnings of weather effects

    ~Sol

  • Yes I understand the method to use it - I just don't know WHAT I would make with it... I'm trying to think of an idea where I could use some awesome effect like this for my current project

    ~Sol

  • Gigatron

    It's all good, I made some workaround with my layering... I now have two layers that characters can exist on - one which is on top of the structure layer, and one that is behind the weather layer.

    My layers now look something like this;

    1. ACTOR

    2. BUILDING

    3. WEATHER

    4. ACTOR 2

    So I've made some events to simply move the character to another layer behind where the effects will be - but if you want to make an example to show what you mean then that would still be helpful - maybe I've made this extra work for no reason

    Thanks again

    ~Sol

  • Woo!

    I have no idea how I could use this - but I will find a way! It's too cool not to find some use for it.

    Thanks

    ~Sol

  • OH awesome!

    Thanks Gigatron - just one question though if it pins to a sprite (my character), what will happen if there is many instances of this character? My character is going to be used for every character in game (just re-texture each part to make them look differently) so if I understand how you explain it - what will happen if I have this effect pinned to many characters at once?

    I guess the problem I have is that; with many characters, one or two may be outside while the rest are inside - maybe I need to just have some extra layers and "move" the character who is outside to a layer that is further behind?

    I can't wait to see the extra weather effect though - that will be awesome!

    Thanks again

    ~Sol

  • You could make 3 bars for each statistic... one white (for the current weapon) and one red and one green.

    You would then need to store the stats for the weapon you're comparing with in a set of variables (global or local would probably do) then do some comparisons.

    The white bar would always be shown on top, with the red or green being underneath - visibility of each bar based on the comparisons;

    Example pseudo code:

    Compare -> WeaponVariable.RateofFire is less than Weapon2Variable.RateofFire -> GreenBar = invisisble, RedBar = visible

    Every tick -> Set WhiteBar.value to WeaponVariable.RateofFire

    Every tick -> Set RedBar.Value to Weapon2Variable.RateofFire

    There's always a million ways to do stuff, but this should work

    ~Sol

  • First stages of being able to build rooms has been added.

    For now there is no error checking (rooms overlapping etc) or snap-building. You also don't require any resources to build rooms yet - but the framework is there and working.

    • Place a "dude" next to crafting bench (the thing that looks a bit like a chair or table at the moment) and right click for the "make" menu.
    • Click Make
    • Click the icon in the menu for small wooden room
    • Click on screen to "prepare" first wall section for placement
    • Click again to place it where you want
    • Click once more to "prepare" the second wall section
    • Click one last time to place it where you want

    Press Escape to exit the crafting/make mode.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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