keepee's Recent Forum Activity

  • The lack of a way to change the properties of many layouts at once is a real pain in the ass for big projects.

    In some cases, you can override properties with events.

    for example, if all the layouts share an events sheet, you can set 'on start of layout' event that overrides certain properties regardless of the layout.

    but of course, this won't work if the change you want to make is something like the creation/deletion of a whole new layer.

    Alternatively, yes, you can create your own level editor and save the levels via an external file.. but that is a pretty huge topic and i wouldn't actually know which direction to point you in as I have yet to do it myself.

  • hmm, sprites aren't really made to be changed in this way..

    But depending on the context, it might be possible to get what you want using unusual tricks..

    but instead I recommend searching for, and installing the 'canvas' plugin. If you resize it to full screen, you can then use the canvas actions to draw /paste images directly on to it.

  • Why do you have to retrieve the image from a different object?

    making an image appear is often the case of simply creating that sprite which already contains the image in it's animation/frames.

  • The simplest way would be to use the built in 'is on screen' condition

    +If Enemy is on screen     >move enemy

    I left 'move enemy' ambiguous because it depends on how you are moving him, a behaviour? platformer or 8direction? or your own movement with events?

  • There's an action for disabling physics collisions between objects or families

    On start of layout > [any phys] | disable collisions with [any phys]

  • interesting problem..

    i had a go at making it in top down style for x and y, in a new .capx :

    https://dl.dropboxusercontent.com/u/53374990/Forum/selectionthing.capx

  • I'd like to use your two-canvas method as it's (in cases of 2+ lights) faster than doing the canvas-for-each-light thing that I did.

    But I've tried and failed to get it working neatly with scrolling, rotation and scaling, because the main canvas should really fill the screen on a stationary layer.. I can't think of any way to paste the light sprite(or falloff) the way it'd be required to. Was wondering if you had any ideas.

    the canvas-for-each-light method doesn't require any extra fiddling, I included this stuff when i updated with the new plugin if you want to have a look

    edit: also needs to work alongside standard non-shadowcasting lights that don't need to use canvas.. this complicates things more

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  • R0J0hound, cheers

    updated original post with new plugin

  • R0J0hound

    I see, I think the multiply layer is essential for implementing this, otherwise game objects either wouldn't be visible, or would have to be above the lighting and therefore not lit properly.

  • well we all draw a quad for each pair of corners, that is the same as in rojos original .capx a long time ago. The methods used for multiple sources+additive lighting are different.

    newt, that would be cool, but I can't think of any reasonable way of doing it

  • hey, if i knew i was going to start a torrent of shadow .capx's i would have gotten round to posting my .capx sooner!.. but it's cool looking at all the different methods.

    no colours though :p step it up

  • hey, actually i did it kinda different... I used a canvas for each lightsource.. Yours is faster.

    I was going to say it'd be cool if anyone improved upon it but you're way ahead of me haha.

    Check my array for the imagepoints though, that way it doesn't need to repeatedly calculate the same things when drawing the shadows..

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keepee

Member since 6 Jan, 2012

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