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  • R0J0hound - cool, I'll try to implement it once I finish the current batch of features. Suspect this will also greatly help with the "not just top or bottom" ZOrdering.

  • I see, I was also hoping to use it for the optimization approach, thus having a single family of sprites and pasters, but if that isn't available... hmmm... more workarounds inbound.

    Thanks for the send behind function!

  • Thanks, R0J0hound - I have thought up a system that uses regular sprites if nothing is being modified and Paster sprites if the image has been quad-pasted. That should keep things optimal... now to just implement it.

    Glad you like the icon, I'll see if I can do the rest as well. It's meant to be somewhat in C2's style, just different color scheme, but perhaps it needs a little inner shadow to be more similar.

    QUESTION: It looks like the family system doesn't recognize a Paster object as suitable - is there a way around this?

  • Obviously this is mostly my opinion.

    The thing is - ideas are a dime a dozen - many of us think we have that great mega-idea, nearly every day some kid here is making "The next" one or another. It's easy to think up a game that's "going to have all these cool features, and elements and everything's going to be SO cool" - realizing it is another thing entirely.

    Very few people who actually do things will want to work for an idea. And even with sufficient funding an idea can go perfectly wrong - every year plenty of multi-million games flop loudly.

    So if you don't have the art skills or the code skills you would need at least excellent leadership and planning skills. If you make a very detailed plan of your game idea, write down how everything should work, describe the systems well (i.e. not just "The guy does a cool attack", but "The player character does damage based on this and that, within this time, which is affected by the skills, etc") then you might be able to approach some people and, possibly, get them to do some of that base work. Then by actually checking that work, making sure it sticks to that plan you might arrive at a product.

  • blackhornet - thanks, that sounds like a usable approach - these weird differences in, for example spawn and create can be confusing. I was going to need families anyway for some upcoming stuff so hopefully this is the ticket.

  • Hey, thanks for trying, but that's still a workaround - I use stuff like that (another layer) for the first outline effect and selection outlines seen here:

    This system can have up to hundreds of objects - so it's important this works per object. If this could work as described my system could have outlines on every part - and easy to turn on and off. This would make making "cel-shaded" sprites a snap.

  • Well, that doesn't seem to affect anything, which is why I'm asking here - I suppose the ideal way would be if we could just deal with all objects by UID - pick this by UID and place behind this, picked by UID.

    Hopefully someone has a solution.

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  • It kinda depends on what your "orbit" is like - is it limited to actually orbiting around things? Is it a straight line, a curve?

    If it's an actual orbit you could use this neat tutorial to see how to place other objects, say, dots around whatever it is you are orbiting around to show a trajectory: https://www.scirra.com/tutorials/1050/b ... lar-motion

  • It may work, but it's not what I need - bottom of layer is not the same as "Behind parent object", so this:

    [attachment=0:1ho10hss][/attachment:1ho10hss]

    doesn't work.

  • How do I pick it if it's the same as parent object and set it behind the parent (zorder)?

  • Hi all, perhaps I'm wording something wrong, but I couldn't find an answer to this:

    If my object spawns an object of the same type after certain actions how do I only affect the spawned object? Most importantly I need to set this new object behind the "parent" object.

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Somebody

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