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  • "so it appears to be overlapping but is really just a tiled illusion"

    Correct - that video is of the animated water tile workaround I mentioned earlier..it doesn't actually use transparent water sprites or anything.

    What you're not noticing though is how the checker pattern on the tiles is wiped out and replaced with solid blue. It's not just a transparent overlay.

    <img src="https://dl.dropbox.com/u/105711543/Images/Mask2.png" border="0" />

    Your example would result in something like the one on the left. I'm going for the one on the right and the goal is to use only 2 objects to reproduce the effect in this image.

  • Unless I misunderstood the question you just need to run a loop.

    +For "" from 1 to 5

    -Create object at <x> + loopindex("") * <distance apart>

    then maybe set IDs to loop index and go from there.

  • Nope, because of half-tiles, slopes, edges, etc. as mentioned earlier. Only certain parts of the water tiles need to affect the tiles underneath, which can only be done through shaders or individually animated tiles as we did for the video I just posted in the OP - but that's very tedious and inefficient.

  • Seems everyone wants this feature for large-scale RPGs and such but I question how it benefits them at all. Maybe I'm missing something, but for a large project you'll need complete and total control over every aspect of your saved data which isn't what you're getting with save states. Plus if you're loading levels externally, which you probably should for said projects, then they're useless.

    For complex subscreens and such you want contained in separate layouts, however, this is a godsend. You could save state, go to said layout, return to the original, and pick up where you left off. That said, I'm looking forward to this feature :)

  • Thing is, the water is heavily animated. The image was just whipped up to show what I'm going for and is one of many possibilities. Currently we're using 2-tone water tiles + animated water tiles with about 8 wave variations depending on what is overlapping the surface. It works, but it's a pain to manage (half tiles, slopes, edges, etc.) plus we're using Tiled so they're not the easiest things to implement. Achieving this effect with a single water object instead would make my day.

  • <img src="https://dl.dropbox.com/u/105711543/Images/Mask.png" border="0">

    Does anyone know of a shader or maybe some canvas feature that can achieve this effect? It's important that the detail on the underlying texture be replaced with solid color (notice how you can't see the checker pattern when submerged)

    EDIT: The image seems to be throwing people off so here's a video showing what I'm going for (using animated water tiles instead, read second post for more info)

  • Thanks for all the help, Tulamide. You've been invaluable to the construct community and always helped with everyone's projects as if they were your own. Hope everything works out, for you as well Newt.

  • This is due to your events. Combine the conditions of 7 and 5 to make one event. Then combine 6 and 4 into one event, but make it an or block. Now you get the same result on both walls.

  • 3rd post on this in under a week. Please try to use the search bar, guys. Nearly everything has been asked once already ^^

    Anyway, if you disable WebGL the effects will not show up in the editor. Not the best workaround but that's it.

  • Not sure about that. Lots of people have complained about performance issues in fullscreen and I myself have gone above and beyond to optimize my games to no avail (in fullscreen).

    Thing is, it doesn't seem to be the usual slowdown. Instead the animations slow down / become erratic, things start screwing up, and then if you add more objects or whatever the game starts slowing down. I never noticed it until I tried fullscreen in my projects with higher quality art / lots of animation frames.

  • Whiteclaws "Draw" as in holding left click to create a series of tiles/objects.

    Anyway, lots of people have asked about more layout editor features, tiles, etc. but it seems there are no immediate plans to add anything of the sort. The "solution" here is to use tiled background objects. Alternatively you can go all out and build your own editor, or use Tiled with RexRainbow's .tmx importer.

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  • New sprite object > right click the animation frames panel > Import sprite strip.

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Tokinsom

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