AnD4D's Recent Forum Activity

  • Bit of a rant, but I'd be interested if anyone else agrees with me on this.

    I'm nearly done with my game, and I'm currently going over all of the graphics. Say for example I have a button sprite that's 200x200. I then scale it down to 100x100 in the level editor.

    I then add in a line of code to say if the cursor is over the sprite, increase its scale to 1.1. Now, to me, this would suggest it would increase the size to 110x110, but instead, it ignores the current size, and increases it to its original sprite size + 10%, so I end up with a sprite that's 100x100 when standard, but suddenly 220x220 pixels when the cursor is over.

    To sort this out, I decide that I'm happy with the size 100x100, and change the size of the actual sprite to 100x100. I go back to the editor, and find that my object has noted that I just halved the size, and so it does the same, now measuring 50x50.

    Having to go through my levels and fix this is really frustrating. I'll know in the future how to avoid this (by having an object dump layout) but I can't see how this is useful as a design choice.

    I think the scale function should work on the size of the current object, not the sprite size. In its current state, this makes the scale function useless for me if I intend on working with slightly larger sprites.

    Grr link

  • Hey, I've recently put together a new video showing the process of putting together a level. It's pretty long, but some people may find it useful or interesting.

    Wish I knew how to embed videos here though...

  • Hey guys!

    I'm about 2 weeks from completing a game I've been working on for the past few months, and it's coming along really well!

    I've decided to document the time left until its release, and thought people that are currently working on their games might find it interesting. I'll be posting about the problems I'm having, as well as sharing a few hints and tips about working with Construct 2.

    Link to blog

    On top of that, I'll be posting videos of other programs and prototypes I'm currently working on. You may learn a thing or two in these videos, but I'm not setting them up as tutorials.

    Anyway, I hope those who visit it like what they see, and feel free to share feedback and ideas either here or on the blog!

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  • R0J0hound

    Great, thanks!!!

  • R0J0hound

    I've updated Paster, but now when I load my project, I get an error, reporting:

    Assertion failure: Warning: set rendering to current texture 0

    I've also been unable to get the colours to mix correctly, it's not as good as you managed in the past with the older Canvas plugin. Is that why in a later version you used 3 different colours for the falloff sprite, rather than a single version?

  • Thanks R0J0hound - this plugin is brilliant. I've seen this asked for a lot and people have been waiting for something like this for a long time, so I'm sure you've made a lot of people happy!

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightCombo.capx

    This is a modified version of the capx if anyone wants it. Again, you should be able to use this as an include in many other sections of your games :) Again, just make sure you have a "Light & Shadow" layer.

    I've also increased the size of the pasters slightly to ensure they don't appear when scrolling to fast. This may have affected the resolution slightly, but it's not noticeable.

    Additionally, the top layer can have a blur effect added to it, which will help smooth out the shadows, but this should be optional in case it slows things down too much.

    Now the only issues appear to be the blend of the light sources seems to wash things out, rather than the nice blend R0J0hound is able to achieve.

    Also, on occasion, the fps will dropp down about half. I can't seem to replicate this a lot, but it seems to happen when moving the lights around a lot.

  • I've tried to combine the mario example and the original version. For some reason, although everything looks like it's been set up in exactly the same way, including names, etc... for some reason the lights aren't changing colour.

    With this set up, you should be able to use it as an include. Then you just need to make sure you have a "Light & Shadow" layer where you want to use it.

    https://dl.dropboxusercontent.com/u/50465867/Construct/LightCombo.capx

    If anyone is able to fix the light colour, it would be appreciated.

    I can't tell if it's faster or slower than the canvas version, but it creates a much better result.

    The only other issue is that res just doesn't appear to work at all, so I've taken that out.

  • R0J0hound

    I can't seem to get that to work either. I had tried breaking up the family first, but that gave me the same result.

    https://dl.dropboxusercontent.com/u/50465867/Construct/NewLight.capx

    The shadow sections no longer correlate with the objects. I've tried changing the resolution, and then altering the size of the pasters.

    The canvas plugin had a function that would resize the canvas, and not just change the size. Is that what I'm doing wrong?

  • Rather interestingly, I can't actually see any functionality with the resolution, nor the pasters being included in a family.

  • R0J0hound

    In my attempt to make it suitable to layouts of all sizes, I added in a feature that will destroy all of the pasters, and then re-create them (just to be tidy, and make sure they're in the same space). I then set their width and height to the size of the layout (so that they can be used everywhere), and finally, I set the resolution.

    However, I noticed that when I scaled the paster objects, the resolution looked like it had dropped. I tweaked the resolution, as you suggested, and that didn't have any effect. Finally, I separated the family into their individual parts, and altered the scale for each, and I ended up with a black screen.

    Please see the attached: https://dl.dropboxusercontent.com/u/50465867/Construct/NewLight.capx

    I've made it work with any layout size (with a few more things to add to help maintain a high frame rate) but notice how low the resolution is? It doesn't matter how much I seem to change the RES variable, it doesn't appear to help.

    It's a brilliant plugin, and thanks again. So close to getting it exactly how I want it. Any ideas how I can fix this resolution? The same technique worked fine for the older version.

  • Wow, thanks R0J0hound,

    I had to alter the resolution slightly for the advanced version, as 320x240 gave unusual results, but this looks like it's exactly what I've been looking for!

    I can see what you meant earlier about concave objects. Interesting self shadow.

    I can't seem to get my head around the use of the RES variable, however. This version may be a lot faster, but I still found it a useful operation to have available. I tried to add in /RES to the parameters as in the old version, but I managed to break it all, so quickly CTRL-Z'd :)

    This is brilliant though! I'm quickly pulling it around to see what it can do, and how many strain it can take :)

    Thank you so much!

  • You could have a variable that starts counting up when in touch. Then you can set it so that if touch ends and the variable is below a certain threshold, the action is triggered. The lower the threshold, the faster the required tap.

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AnD4D

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