Silhouette's Recent Forum Activity

  • EyeHawk I highly doubt his .cap is using the same strategy as r0j0Hound's example. In r0j0Hound's example, he is spawning dummy objects as reference points for drawing on the canvas in real time. This leads to many disadvantages. For one, you can only facilitate 4 sided objects. Secondly, spawning 4 dummy objects per object you want casting shadows quickly eats power and decreases frame rate. Another annoyance is that unless you reset the position of the dummies EVERY TICK, no shadow-casting objects can be moved, as the shadows cast from their original positions.

    Here's hoping that Whiteclaws' method involves a less clunky strategy for drawing the shadows: one that supports higher shadow casting object counts and doesn't eat frame rate as bad.

    Whiteclaws Are you able to move the shadow-casting objects in real time as well?

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  • Drooling so hard.

    I must have this.

  • Arima - Many thanks. That explanation was exactly what I needed. I used a square instead, and simply sized it up accordingly on runtime. Now my health bar is working like a charm with no dietary stretch marks.

    tulamide - I have yet to look into using the panel object for health bars, but if I do, I'll be sure to look at Verve! Thanks.

    Speedy replies = Profit. Thanks all.

  • newt - The health bar has no transparent areas whatsoever.

    zenox98 - Thankyou, but I've checked the ones pertaining to health bars already, and they haven't been of much use to me. They are very old posts, and the caps do not work with my current version of construct.

  • Did you try storing the objects original layer as a variable, and setting the layer of the object to that variable when you stop mousing over it?

  • Hey, I'm having an issue involving changing the width of an object in real time.

    I hope this hasn't been answered elsewhere. I did my best to search around the forums.

    I'm trying to implement a health bar that decreases as the variable 'health' decreases.

    I set the hotspot of the health bar to the left of the sprite. The width of the sprite decreases in increments in accordance with the variable decreasing.

    Everything works properly, save for the fact that as the width of the sprite approaches 0, the opacity of the sprite begins to decrease. I have checked and made sure that I have no events relating to the opacity of that health bar sprite.

    Basically, it seems that opacity is linked to width change for some odd reason.

    For the record, I'm using v0.99.96. (Because I'm working on an old project)

    Any help, or knowledge pertaining to the subject matter, would be greatly appreciated.

    Thanks in advance.

  • This seems perfect. What did you do? Tell me, tell me!

    EDIT: Nvm. Just checked source forge.

  • When jumping from one platform to another, there is a possibility that the player character will bug and be standing 1 or 2 pixels above the actual platform. Upon jumping again, or falling, the gap will go away. Can be reproduced in the attached '.cap' with enough attempts. Reproducible with both per pixel and bounding box collision detection modes.

    This is quite an annoying issue. I'm fairly confident it's a bug in collision detection, but I could be horribly wrong. Any help is greatly appreciated.

    The '.cap' is here: http://www.mediafire.com/?k1iktyen35sw0t2

    Just jump from the low ledge to the high ledge with shift to reproduce the bug. May have to attempt the jump several times.

  • Hey, thanks for the reply. And thank you so much for the fix. Just so I can be sure though, on some computers, a simple client*2 would work, and it's just in my case that I need to resize like this, correct?

  • So, uhm, I'm having a problem, and I feel that it's pretty serious.

    I was attempting to do window scaling for my pixel game. I wanted to give the user the option to play in a regular window(320x320) or a doubled window(640x640), for those who like to see everything at 2x size. However, no matter how many times I tried, my results turned out blurry as heck. It seemed that regardless of whether I chose point sampling or linear sampling, I had the same results. I had thought that what I was trying to do was a very simple thing. I was just setting the client height and width to double what they already were.

    So, in effort to solve my problem, I checked this post. The first thing I did was take a look at the Megaman example provided. However, when I opened it, and tried the enlarged settings, they looked blurry as well. At this point, I became quite confused.

    It seems to me that point sampling does not work on my computer or something. To me, linear and point sampling look exactly the same, regardless of whether I'm viewing my .cap or the one provided in this post. Point sampling appears blurry, just as linear.

    I consulted the IRC channel, and someone using a dual monitor set up tried my .cap. According to him, when he moved the window to one screen, point sampling worked. However, when he moved the window to his opposite screen, it no longer worked(as if one screen was using point and the other was using linear). This, to me, was even more confusing.

    My conclusion is just that point sampling is broken.

    Here, is a screencap of a tile scaled to double size in paint(right), and one scaled to double size using point sampling in construct(left). As you can see, point sampling is blurry.

    <img src="http://i32.tinypic.com/2yjwzrq.png">

    And lastly, here is the .cap of my project, set to point sampling. On my screen it appears blurry when the client is doubled(press Z). But, on your screen, it may appear correct, I really am not sure.

    http://www.2shared.com/file/83D0GEoO/Juice.html

    (Note that in order to downlaod the .cap on that page, you must scroll to the bottom and find "click here." Otherwise, you'll end up downloading a toolbar, or a robot dancing to Miley Cirus.)

    If any additional details or screencaps are needed, please let me know.

    Thanks in advance.

  • Thanks, worked like a charm.

  • I want to have an object that will function as an enemy. When the players object comes within an x number of pixel radius, the object will chase the player. When the player escapes that radius, the object will cease following until the player reenters.

    So basically, an enemy has a personal space, and when you invade that personal space, it chases you until you manage to leave it.

    How exactly do I do this?

    Thanks in advance.

    -Sil

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