SoldjahBoy's Recent Forum Activity

  • No worries bud

    ~Sol

  • Yep. As mekonbekon has said, use a variable to control things that you want to, vary, at runtime.

    Using variables is an easy yet powerful way to change anything in your code on the fly... I even use them in the design process when I'm experimenting with things, so that I don't have to change a value in 10 different events... I can just change a global variable value and it does everything else for me!

    ~Sol

  • You should be able to make an event to "pick nearest enemy" with "frozen=0".

    I actually have never used the turret behaviour before in any project... but it seems like that should be possible? :/

    ~Sol

  • Yes you need the part where it checks the tree ID against the loop "for each cloak". It was comparing to itself before because (from memory) your loop was "for each tree" then you were comparing "tree.id=cloak.id".... but, which cloak ID? By changing the loop to "for each cloak" you're telling it which cloak to compare to. Before it was just comparing to *any* cloak, not a specific cloak.

    ~Sol

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  • ERm, I think I fixed it? I sped everything up by a lot because it takes soooooooooo long to test so I don't know if that's affected anything at all but....

    Event 17 in your cut-down example, I changed "For each AppleTree" to "For each FireCloak" - since you are wanting to check each firecloak and find the corresponding TREE that goes with the cloak ID. The way you had it, you were basically telling it if the tree.ID is equal to itself, then do stuff. Now, by changing the loop object to the cloak, it's using that as the comparison.

    Hopefully that has actually done it. Go ahead and change event 17 loop object from tree to cloak and see if it works for you too

    ~Sol

  • AARRGGHHHHH lol... it's in a newer version of C2. Must be time to update my software and pray nothing breaks in my project xD

    ~Sol

  • I do not sorry, but Davioware is still active. I have sent him a PM to see if he can update the download link

    *EDIT*

    Just realised this is actually a Construct Classic plugin, not for use with C2! Man, I really should pay closer attention to stuff, lol.

    I'm not sure what else to suggest apart from painstakingly making a masking object, or seeing if someone like Gigatron would be willing to port over the old RetroFade plugin (or make it again from scratch?).

    ~Sol

  • Ah right, that is indeed a bit of an issue...

    Have you posted in the thread for the effect? A lot of those users who made effects are still active and may be able to provide a new link... or someone else may have the effect saved already. I know I have a few effects kicking around - which one were you looking for? I have a feeling I've seen it before (the "flash" effect), but I can't remember who makes it or what it's actually called. I think maybe Pode made something like that at some point?

    *EDIT*

    Maybe you could use something like THIS and use the tint effect to colourize it? I dunno if it will work since it flashes to white (it would probably need to be a grey tone to work with tint) but it could be worth investigating.

    ~Sol

  • Your dropbox link appears to be private or something. Did you create a share link or a direct link? Dropbox has changed now, and it has confused a lot of people.

    ~Sol

  • You could make an overlay sprite that matches your main sprite - but colour it in whatever the tint colour is supposed to be, apply something like "overlay" or maybe "hard light" effect to it... then use LERP to adjust the opacity of the overlay object.

    That might work^

    ~Sol

  • If your project is simple, feel free to drop me a link and I can take a look at it.

    If you can reproduce the issue in a fresh capx showing only the parts of the problem (like, if your project is HUGE or you don't want to risk leaking it) then that will also work.

    It sounds definitely like a picking problem... it sounds like perhaps the catching on fire part is working, but when you're changing states of the trees to "burnt" it's picking the wrong target ID, or something.

    ~Sol

  • I'm using an angle *range*, not 16 angles.

    To get the correct angles to make something like this work, you have to know all the angles "in between" the standard 8 directional angles (The standard 8 directional angles IE; 0, 45, 90, 135, 180, 225, 270, 315)

    You need to find the point that's half way between each of those angles, to create an angle "range".

    See attached (badly drawn) diagram. Hopefully this will clear things up;

    https://www.dropbox.com/s/fvns8tk4pvdk6im/angles.png?dl=0

    So you only use 8 directions of actual animation/graphics but you change the frame or animation sequence based on a range of angle.

    As I mentioned originally, this effect looks better with objects like cars/vehicles and not-so-much for a character sprite.... but that totally depends on how you've drawn your artwork as well. You will need to experiment to see if something like this will do what you're looking for.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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