CloveltOc's Recent Forum Activity

  • Click in an empty space, left of the screen will show configuration settings

    Sampling -> Point

  • Oh you´re totally right. I was wondering if I should have used rings from the beginning, though they might require to be way bigger sprites, I´ll see, thanks!

  • Just a super simple tunnel with perspective, the only problem is that it is only possible to sort entities (w/ for each ordered) ascending or descending, so I´m unable to send the recently created overlapping circles to their correct z position (as seen in the gif), I would like them to be behind the bigger circles, to give kind of a "tunnel effect".

    This could be easily solved if there would be a way to set an specific z-index, but it is not the case (I guess this feature´s still in the to-do list...)

    Any help would be greatly appreciated!

    Event sheet

    Circle spawner with sine continuously creates growing circles, as simple as that. Also, this might be a bit cpu intensive so I would happily accept optimisation tips!

  • Oh, my, R0J0hound, can´t thank you enough. Works like a charm! I will be using this in many many occasions, thanks a LOT!

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  • LittleStain It´s kind of the idea, but that example is tied to a grid and is forced to use custom movement behaviour. What I was looking for was something way simpler:

    Concept:

    -A family has a variable that determines which "altitude" the object supposedly has (it only affects it´s Y)

    -When a family member is created, it spawns a shadow sprite

    The actual part where i´m having issues with:

    -The object´s Y plus its "altitude" determines the shadow sprite´s Y

    -Objects of this family can move their X and Y freely at all times, they aren´t tied to their shadow, it´s altitude is added without stopping any motion.

    That is it. I just bringed up the "jumping" in the first place to show how the concept would adapt graphically to other things, the idea is that this system works for any desired sprite in any situation, because in previous attempts I had to make really hacky stuff to accomplish a rather buggy look. Yes, maybe jumping would be cool to add but the main concept is that simple.

    I´ll try working around it if it´s too much to ask

  • Thanks for replying, andreyin ! It´s really not a bad idea but it is basically like one of my first attempts, as I said in the first post (You did not control the actual objects, but the shadow sprites). I know pin might look like the easiest rout, but my experience in previous attemps with these hacky strats weren´t reliable at all (sprites would end up misalligned, jumping would be rather buggy etc) so I was thinking about a more wrapped up, simple family system.

    About the families, that´s exactly the info I was looking for! I´ve tried it out and it works like a charm, it really gave me a big sigh of relief, thanks (I was using normal "for each" before, which was seemingly causing the issue)

    Really sorry for making this stupid thing look like a big deal, because it really isn´t. :/

  • On created

    Set platform Sine Cycle position to random (1)

  • purplemonkey I really hope so too I´ve been having this issue for a long time now...

  • Drag and drop has an option for working in a certain axis

  • purplemonkey I think you didn´t understand. Your suggestion wasn´t bad at all, but at the beginning of my original post I said that I´ve accomplished this effect many times, but it was unreliable and tedious , having to tweak every affected object individually. It took a really, really long time, it was unstable, it wasn´t automated, it was buggy and it required waaaaay more code than a simple system that can´t be too hard to make and could be applied to any project, ever.

    This system can now actually be made because of families, and other new things that were added. I´ve tried doing it myself, but like I said in my original post, I´ve ran into many problems with families.

    In the first post I´ve listed the things that were accomplished by the previous "systems", so if anyone knows how to implement them or at least give me any clue of where to build a base from I would greatly appreciate it.

    Thanks purplemonkey, though

  • purplemonkey Not at all, pin would fix the shadow's position. If you look at the gifs I provided you would notice why it is nothing like that. And as I said, I am not talking about shaders or behaviours, just a little system to manage a sprite's altitude. I think I once saw a similar concept made by R0J0hound , but I couldn't find it anywhere in the forum

  • No problem

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CloveltOc

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