Kouji San's Recent Forum Activity

  • Alright, I've been hammering away at it some more.

    To get rid of the trails or what we call "hall of mirrors" or "leaks into the void" on some older 3D engines

    Application settings needs to have multisampling set to at least 2x for this to go away.

    "Run without pixel shader" is off by default as well? Ah well not needed for this one of course, but still something to keep in mind indeed

    With that solved (and quite logical indeed, D'oh!), onto my next question.

    I've got a few layers I want to cover partially with a texture, using this Mask effect on a layer higher up in the layers list. Can I force this effect only affect a specific layer, ie: one layer below it and not the rest?

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  • Well, I've been fiddling with this effect and it seems it is buggy. After reading trough this thread, which has the same issue as I'm seeing

    And not knowing the policy on thread necromancy on these here forums, I took the liberty of posting a new thread.

    So here's what I'm seeing with for example three layers

    • Layer 3, mask layer (using alpha it seems for visibility of what's underneath)
    • Layer 2, which should peek trough
    • Layer 1, which should be left alone has all kinds of pretty test box thingies on it

    All of the above works, well sometimes... I've seen it influence layer 1 as well. As I've read in the thread linked above, it seems the mask just outright refuses to update after moving/scrolling or even re-testing using debug all. Leaving trails and simply not updating the render at all. Checking "force own textures" as suggested in the thread, doesn't seem to do anything either.

    So what's the deal, how is the Mask effect actually used. I REALLY need to have some kind of mask effect for something I'm working on.

  • > I need it to get the initial state of the game going.

    >

    On load does not trigger at game start, but after having loaded a save file. If that is what you want, you should be able to use it by doing a Load from disk (or Quickload) followed by on load.

    Aha, I see where I went wrong with this. I was comparing it to Flash's on load event. I need to use Start of layout instead to init things (on load ) and on load is and external loader...

    Thanks for that piece of info!

  • First of all, hi. Well I'm new on these here forums, so a obligatory hi is the first thing one does... Hmm, this is my second post though

    Anyways, after having a look at search and the wiki I was not able to find the solution to my troubles.

    I've been working on Construct a bit and have my first idea up and running. However one thing I wasn't able to get working is the system on load event. I need it to get the initial state of the game going. Now I'm using a workaround of checking opacity of active objects, but that is not what I want to use in the final draft. All of it is quite placeholder and this opacity change was just a nice indicator to use for now.

    So yeah, with that out of the way. Where should this system on load actually occur. Currently I have it set up in a second even sheet, which I include in the main layout/even sheet. Isn't it possible to use system on load in an included even sheet?

    Note:

    It seems I posted it in the wrong forum initially

  • Yay, someone has reviewed HLnano.

    Subscribe to Construct videos now

    Good to see you liked it, I might do some more (p)reviews. There are some real gems on here, all in good fun trying to get the word out on stuff you guys have made

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Kouji San

Member since 25 Feb, 2011

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