Yann's Recent Forum Activity

  • to check a distance to the floor, you can make an invisible sprite follow your character's feet. This sprite's height will be at the distance you want your character to be hovering and then you'd just have to check for overlapping between this new sprite and the floor.

    (You can probably achieve the same result with an overlap at offset (0,distance) from your character sprite, so without the need of an extra sprite)

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  • Ashley

    I showed you the issue in my capx with displaying the object.count value, but if I foreach the object it won't take the newly created ones as well. Is it because the foreach is based on the object count? (this question's aim is just to be sure that we won't end up with object count corrected but foreach still broken (: )

    and sqiddster, if you need something that is recursive, like

    on start of layout
    while
    object.count < limit
      foreach object
        -> create object

    you can distribute things over more than one tick

    object.count < limit
      foreach object
       -> create object

    (note that object:spawn is the same as foreach object -> create object)

  • looks like flood fill to me

    http://en.wikipedia.org/wiki/Flood_fill

  • Yeah since you can put any expression in the field it's not really "parseable".

    For instance I often do a:

    -> go to layout "Level_"&str(int(replace(layouName,"Level_",""))+1)

    to go to my next level when I name them "Level_1","Level_2","Level_3" etc.

    I don't think c2 should/could parse this thing :D

    (Yeah I wish there were a "go to next layout" I could use more meaning full titles for my levels \o/)

  • Ashely

    Yeah I thought it was something like that. "The nex top level event" it's indeed very problematic for pseudo-random generation algorithms or any recursive stuff.

    Ideally, we should be able to pick and do overlap and parameter checks as soon as an object is created in the flow of actions.

    Hope you'll manage to work your magic on that (:

  • Hi, I wonder if it's by design or not, but I think that it's highly unexcpected.

    This capx just shows the problem in a simple way, but I stumbled upon this bug while working on a bsp tree algo.

    Basically I create 2 new sprites from existing ones each loop iteration. And only the first iteration works.

    So work around it I had to use the game loop instead to access an updated object list each iteration.

    If you're curious you end up with something like for now that.

    I think I read somewhere that objects are only created at the end of the event block containing the create action.

    But I think in loops cases it's too limiting.

  • Set Mask to blend mode normal

    Put Texture on top in the same layer

    Set Texture to source-in

    Only the orange inside the circle will appear.

    The only issue with that technic is that you will see the black circle when it's out of the orange texture.

    The solution I came up with was to create a shader that set pure black pixels to transparent and apply it to the layer. If there's pure black in your the texture you want to in place of the orange, you should just set them to 1% instead of 0% grayscale.

    capx

    Black To Alpha fx

  • They would have to draw all the animations?

  • Nah there's no plugin to handle 3D effects for now.

    Unless R0J0 finds a magic way, I'd say you're better off learning a bit of Unity.

    It would just be a matter of applying their platformer tutorial, but rebinding the controls and tweaking the camera so it follows the character on an axis.

  • my version is the last stable release, you should pick it up (:

    http://www.scirra.com/construct2/releases/r103.2

  • quick and dirty way platformFollower.capx

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Yann

Member since 31 Dec, 2010

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