QuaziGNRLnose's Recent Forum Activity

  • i dont know if im right but, i do think fade is the exact same speed as doing it via events.

    what you realy need to do is destroy the object if it reaches opacity 0

    or else the invisible instances will eat up your proccesor

  • ok this is a little hard to explain, lets say you had to make an object "stick" to a spinning/moving object, depending on where it hits it. what would you do? you could set up a massive mess of code to do this. what i mean is object a hits a spinning object, normally to make something stick you would make it always set position to an image point, but if you need to make an object stick at a relative point to a spinning object based on where it hits you would sorta of need a create image point on spriteX at coordinate. this is basically what im asking for. its useful for many things when u need something to stick like this, which i believe many other people have thought of doing but gave up on it because there was no way of doing it. it could be used for lots of things, which need to be actively changed within the game, such as if you wanted the player to be able to attach a weapon anywhere on a ship, and make it stay there, or if u wanted a grappling hook to stick to any object spinning, rescaling, or moving.

    if it were to be implemented essential features would be

    [create image point at]

    name=

    x= ;these should be relative to the layout not the object, because you want it to lets say be at sprite.x

    y= ;these should be relative to the layout not the object, because you want it to lets say be at sprite.y

    [delete image point]; this is for when lets say you detach a grappling hook, you wouldnt want the image point to stay where it initially was created, you'd want to destroy it so you can attach to a new location

    name=

  • That's right, you can refer to layers by name as well. Anywhere you put a layer number, you can also put a layer name. And so long as you keep the same name, the layer ordering doesn't matter.

    altho i did not know this, i'm just wondering wouldn't it be better if the layers number didnt change so if lets say you were to lazy to name everything and then suddenly you need a new layer ,you wont have to go through the problems outlined by this post? its not real important but i can see ppl getting real pissed off when they forgot to name one layer and that screws up there game code completle

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  • you could just edit opacity, fade doesnt have much purpose in construct, 1-2 lines or code can get the same efffect done

  • Thats the path for XP... are you on Vista?

    yea i said that i think.

  • oh i dint think of using more than 1 flame object, that was all but impossible (i mean reallly laggy) in the first flame object, so i dint think of that, i gues you can just make a gradient that way

  • there is no construct.ini???? also i just figured out its because it deosnt load application data at startup, when ever it deosnt work.

  • maybe add some control to what colour you can light an object and a gradient like in the original mmf extension great work also! it seems pretty damn complex to make this.

    also ive been searching around the web and maybe this can be of assistance http://freespace.virgin.net/hugo.elias/ ... _fire.html

    it works similar to how yours works and might be of use

  • ive had this bug ever since ive started using Construct, basically i open it (im using vista) and then i see everyting but i cant clikc on any of the buttons, nothing responds (but it doesnt say not responding) and i have to task manager out of it and try again up to 10 times before i can get it to open right. its very weird

  • kk, i tried it in photoshop, u just need to make a layer mask and save for web,

    i dint know construct could import alphas thats all.

  • well maybe i just havnt found it yet, but how come theres no way of editing the alpha channel as just a black and white image, separate from the actual colour info.

    what i mean is

    -you have a cloud texture which fades to black on the edges,

    -first you draw white everywhere on the colour info

    -then you click "edit alpha channel"

    -all the transparent parts go black, and all the non trans go white, ect you know what i mean

    -then you load in your cloud texture as the alpha channel

    -you unclick "edit alpha channel"

    -and your left with a clean cloud which looks like a cloud.

    I Think this is an essential feature for using alpha channels, its not feasible to make one by just drawing in varying opacitys when you have one for something as complicated as a cloud

  • oh. maybe u should explain subevents in the wiki i dont believe its an article yet. they seem usefull if i just knew what they DID lol.

    and read the part about the canvas, that actually a valid suggestion, it seems to basic for an object which should be really powerfull

    and wow i just realised something got screwed up when i edited my first post to talk about the overlay/canvas object. I quoted the wrong thing

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QuaziGNRLnose

Member since 2 Aug, 2008

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