SoldjahBoy's Recent Forum Activity

  • Text objects are not drawn the same way that sprites are. They are automatically rendered on top of everything else - it's something to do with the way canvas renders text.

    The only thing you can do is make your text invisible when that particular window isn't active, or you can replace the text object with a spritefont object, which will act how you would expect it to (being able to go 'underneath' other objects).

    ~Sol

  • The performance impact should be minimal but it will depend also on how many objects you have on the layout as well as complex movement of said objects. I have used this method for a few projects so far with zero noticable impact on performance.

    ~Sol

  • This is always a tricky subject to deal with, and there is no perfect solution... you can however get pretty close, depending on your sprite shapes and complexity.

    Probably the best way I can think of will be, on collision between spriteA and spriteB will be to measure the angle and distance between each object... then using each objects width/height to determine the point of intersection. This can vary though if your sprite objects are complex shapes, and tends to work best if your sprite objects are built by joining multiple objects together.

    You can also create imagepoints on your object andattach another (invisible) collider object to your main sprite, and use those as collision points - thus spawning your collision particles on said collider.

    Hope that helps a little

    ~Sol

  • You shouldn't need to use anchor for any responsive design... you can set the X/Y coordinates at runtime for every object in your layout.

    I made an example project with a fully responsive layout that resets it's scale to the resolution/window size of the browser, for any device.

    The example is HERE - maybe it will be helpful to what you're trying to do

    ~Sol

  • It could be something to do with your wait time for the fade behaviour. Maybe you need to set the wait time to like 999999999 or something, then change to 1 or 0.1 or something when you want it to fade out again... not really sure :/

    You could program your own fade but doing an opacity change using something like LERP, or tween behaviour.

    ~Sol

  • Ah yeah, makes sense... you can try adding "wait 0" which forces the next piece of code to execute next tick without forcing an actual timed delay.

    Glad you figured something out for it though

    ~Sol

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  • Ok, yeah I think I know what you mean now.

    I don't think there's an easy way to do what you want... Shadowcaster is a little bit limited I guess in certain ways, and there's been a lot of requests over time to add improvements to it. I worked on making my own shadow system some time ago, but it wasn't very efficient and caused a lot of CPU usage so I gave up in the end.

    I'm not sure if there's a good way to do this - but I'm sure someone here will prove me wrong, lol!

    ~Sol

  • Hi ,

    I'm having trouble understanding your diagram.

    Do you want the gun to rotate a minimum of 5 degrees if a button is tapped, but if the button is held then keep rotating until the gun is at 270/325/0/35 degrees?

    Yeah, to me it looks like he wants it to stop at those increments when held down... so it will rotate by 5 degrees until it reaches XYZ angle then stop, until the user presses again.

    This could be a tricky bit of logic actually... hmmm...

    ~Sol

  • You can use Line Of Sight behaviour to hide things the player can't see by setting them to invisible.

    ~Sol

  • I think it's because you're setting the OldX and OldY variables, AFTER they're being compared.

    The event sheets run in order from top to bottom, so you need to move your sub event that is setting the OldX and OldY to the event ABOVE your comparison. Currently it's checking the coordinates before it's set them, so it will be getting the current coordinates, not the old ones.

    ~Sol

  • I made some fully optioned point of sale software with C2. It has inventory management with support for images for said inventory items... it also supports transactions with reports and invoice/receipt generation. Thanks to the power of C2 it also looks a lot nicer than most other similar software.

    ~Sol

  • >

    > > Here a video of the problem

    > >

    > > https://youtu.be/DynhTjoRM3Q

    > >

    >

    > I dunno why, but that made me laugh xD

    >

    > I have no idea why it could be doing that, unless perhaps your collision masks are slightly crooked? Are you using a custom collision polygon or just bounding box mode set to whole sprite from the physics object options?

    >

    > *EDIT*

    > I tried to download your project to check, but it's not saved as a single project file - which makes it a little hard to download properly.

    >

    > ~Sol

    >

    It's saved in google drive in .capx format, you have simply to press the blue arrow on top right of the screen to download it.

    Well I feel like a dumbass now lol... you can tell I don't use google drive very often. I didn't realise it was just showing the contents of the capx.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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