tulamide's Recent Forum Activity

  • sweet, does it preserves alpha?

    Yes. Well, at least with the sprites I tested it with

    that's cool

    I think I'll be using this in my game if it's dynamic and all that

    I'm not quite sure, what you mean. The parameters are changable during runtime, of course. Smooth transitions when using TimeDelta are also possible. A built-in parameter animation is not present.

  • NEW VERSION (Dec 14, 2010)

    This effect just merges a certain amount of a chosen color to the original. I did this one, because I didn't find a simpler one.

    How to use it:

    Red

    Green

    Blue

    These first three parameters define the color you wish to lay over your image in color values (0-255)

    Intensity Defines the amount of the color in the resulting image. The more amount the less original colors. (for example {red 255, intensity 100%} totally replace all original colors with shades of red)

    Install:

    Download and put "color fusion.fx" in the effects folder.

    Download:

    Color Fusion.fx

  • i guess my question was why do you need to set something, why not just

    Function.setstartvalue(1000,1000,300,1)

    Because it is not implemented

    If you want to pass parameters to a function without the need of a return value (like in your example set text) you have to set the parameters seperately and then call the function. It is part of the concept - the way of calling a function with a return value directly within the expression is just a shortcut for your convenience

  • I confirm. "On load" is triggered only after a "load" or "quickload" action.

  • Ok, I'm confused now. Is the red line what you want to achieve?

    If so, qarp might be your best choice (a thread shows how to use it best, if I remember right)

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  • > It's easily possible in events! You just need a little math. If seconds is your number in seconds, floor(seconds / 60) is the minutes (divide by 60 and round down), and seconds % 60 is the seconds counter (modulo 60, ie. remainder after dividing by 60).

    >

    what if you have above 59 minutes and you want hours too?

    hours: floor(seconds / 3600) (or: seconds / 60 / 60)

    then use the result of seconds modulo 3600 for the rest of the calculations as seen above

    totalseconds = 3980

    hours = floor(totalseconds / 3600) = 1

    totalseconds = totalseconds % 3600 = 380

    minutes = floor(totalseconds / 60) = 6

    seconds = totalseconds % 60 = 20

    ZeroPad(hours, 2) & ":" & ZeroPad(minutes, 2) & ":" & ZeroPad(seconds, 2)

    "01:06:20"

    yeah, nice

    EDIT: I forgot, in case someone asks for days too, just start with floor-dividing by 86400 (=3600 * 24) and use totalseconds % 86400 for the rest of the calculations.

    Now try to find yourself the right value for weeks

  • ??????????, ?? ?????

  • You do have the problem because of an inconsistency. Almost everything in Construct is one-based. And it makes sense when you think of array sizes. So your arrays need to be set up as 18x13x1, not 18x13x0. An array logically has one dimension on z, if you use only x and y. The problem is that Construct allows you to set it to zero when using it in ram, but as soon as you save it to a file, the one-based-rule applies and the file seems to get corrupted.

    To cut things short: set the z-dimensions of your arrays to one and everything will work fine

  • Is there a way to create exceptions in families using events?

    For example, say I I have a Family called "Soldiers" of which there are 20 different types of soldiers.

    >"Bullet" On Collision with Family Soldiers=>Subtract 1 from Soldiers "HP"

    Say I want to make one soldier invincible using events. How can I exclude this one type of soldier, say SoldierEngineer02, from this action?

    By using pv's for example. Use the family manager to setup a pv like "shield". Pick the members you want to make invincible (for example when creating the sprites) and set their "shield" to 1.

    "Bullet" On Collision with Family Soldiers

    Family Soldiers: Value 'shield' not equal to 1 =>Subtract 1 from Soldiers "HP"

  • As far as I'm aware of, there shouldn't be a problem using unique pv as well as family pv.

    Attributes are more like states, as you can set them on or off. But you can use them in whatever number of events you want. (I'm not quite sure if I understood your question correctly)

    Objects can be members of more than one family. If you use a family with an event, you always pick that members of the family that match to the condition, so you are free to pick just one member or a whole family, based on the conditon. If you would set a pv for all members of a family to 1 and later test against that value, you would pick all members of that family.

    But I'm sure there are more advanced users who can answer more specific.

  • Music:

    http://www.jamendo.com

    Creative Commons

    http://musicfillingstation.de

    free for non-commercial, a comment line ("Music taken from MusicFillingStation.de") or link is needed. Commercial users have to ask for usage & conditions.

    Sounds:

    http://www.looperman.com

    more single instrument loops than full music loops or sound effects

    free for non-commercial, credits demanded for commercial

    http://www.soundsnap.com

    basically a pay service, but the free account allows 5 free downloads a month

    free to use for commercial and non-commercial

    http://www.flashkit.com/soundfx/

    license differs from sound to sound (freeware/linkware/shareware)

tulamide's avatar

tulamide

Member since 11 Sep, 2009

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