bowiz2's Recent Forum Activity

  • When I disable it the radius gets really big, more or less the way I want it, but I didn't get what you said about the set opacity thing. I just copied from the example file. What I understood is that code makes it so that the opacity is set in relevance to its distance from the light source, but only up to a certain distance. Is this right? If so, how can I change what the restraint is?

  • Great Ashley! You guys are always 2 steps ahead of me :)

    That'll really cut down on code and time!

  • For some reason when I change the radius, nothing happens. Any ideas why?

    Oh, and I got it working with your last posts :)

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  • We're allowed to use royalty free music/sound right?

  • Just another humble post by me.

    I have a suggestion for the next release of Construct 2: Object "Groups".

    Object groups would be something like a variable, you call it once, define what sprites or other objects are in it, and name it. These groups would only be used in the event editor. What a group would be is just a group of objects which can be coded and interacted with as one.

    For example, you have 3 different sprites which all look different and have their own events programmed into them (like special attacks and such). But there are some events (such as collision for instance) that they all do the same thing (e.g die). You would put these sprites in a group, name it ("monsters" perhaps), and then add a new event with the group Monsters just as you would add any other kind of event to an object (e.g Monsters on Collision with Bullet -> Destroy Monsters). Of course, it wouldn't destroy everything in the group, it would destroy just the current monster.

    If you dont get what I mean, just ask.

    If this is already implemented and I dont know about it, please send me to a decent tutorial.

    Thanks!

  • Actually, in the actual program, the dirt is 32x32. About the destination out, in the demo project, its set to XOR. Your talking about the LightCell, right?

    Anyways, I fixed what you told me to fix, and it still doesn't work...

    Problem, Again

  • Thats not exactly what I meant, but it did give me an idea for something else :D

    Anyways, what I meant was to actually CREATE the tiles in certain area all at once.

    For instance I have a 2048x2048 layout and want to fill it automatically with 32x32 tiles (all the same or different, it doesn't matter), without resorting to going line by line (generating another tile 32 pixels ahead of the one before, then when reaching the end, go down 32 pixels on the Y axis and repeating).

  • Hi again!

    I have yet another question: How can I take a sprite (or multiple sprites) and place them all at once in a big square or rectangle, much like a tiled background except with separate sprites.

    I have managed to do so by making a very fast "Every X Seconds" event which places the tiles row by row, but I was hoping there's a way to do it instantly.

    Thanks in advance <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I also have a problem Rez, no light is appearing at all!

    My Problem

    Changing the lightcell to XOR doesn't make a difference.

  • Thanks!

    Just another quick question, if the objects are snapped to a grid, if an object is one cell above another (say obj1.y=1 & obj2.y=2 on the grid) would they still be considered touching (for any collision events)?

  • Hi there,

    Is there any way to have the whole layout split into a grid with its own X and Y values? The grid would obviously be made of squares bigger than a single pixel.

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bowiz2

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