Kazan's Recent Forum Activity

  • Wow what the hell? lol

    No idea how that happened at all. I saved it to the desktop once as a project file though by accident. That must have been it. Weird though, I didn't place any of my desktop items inside it O.o

    Anyway squiddster's version is far superior, so I'll just delete the old one.

  • Oh wow, sqiddster. You got it to go around the edges of the circle and everything. Very nice :)

    So close >.< The only issue now is to get the laser to stop at the outside of the target as well, instead of going all the way through it. Or at the very least for it to hit the center like it did before. I'd be happy with that too, I could just hide that with layers.

  • Yeah that would help wouldn't it? :P Sorry, must have gotten distracted by some technical issues I was having with Dropbox.

    What I would like to have happen with the laser is for it to collide with the OUTSIDES of the obstacle and target sprites, instead of it going inside them they way it does now.

    Like I said though, I can only get it to target the centers.

  • Hi guys!

    I'm trying to get this laser set-up I have going here working properly.

    Laser Example

    The objects are draggable, so you can see how it behaves.

    The problem is the laser is penetrating into both the obstacle and the target. I know WHY it's doing that, as I have it set to target the X and Y of each object...but I don't know how else to do it =

    Anyone able to clue me in on a better way?

    On a side note: Can anyone explain to me why this extremely simple capx is 36 mbs? -_-

  • *Bump*

    Have you ever looked into this Ashley?

  • Yes, Please! This is essential for Desktop games. If this gets implemented I will miss CC and MMF a LOT less.

    QFT.

    Seriously. That would pretty much seal the deal for me.

  • This is an essential feature for C2 imo. HTML5 is one thing, but Construct could be a big deal in the desktop game market if it wants to be. It's just missing a few important bits like this!

    +1

  • Hey guys, weird question here.

    I have two physics objects basically, and when they collide with one another I would like to spawn another object.

    Simple enough, but I want the spawned object to sort of...stick to the exact spot where the collision initially happened.

    Sort of like eh... Fist meets face, spawn a bruise. Bruise sticks to the face where the fist hit the face.

    I can create the "bruise" just fine, but having it stay at it's initial collision point on the collided object is a bit trickier it seems.

    My first idea was to try doing this with image points, but I would have to create a ton of them to account for every spot on the object that could be collided with. Didn't seem very practical.

    Any better solutions out there?

  • Brilliant!

    Works perfectly, thanks a ton! :)

  • Hi guys, weird question here that I'm hoping someone might be able to help me with.

    Is there a way to assign a random number...with a certain number having a higher percentage of being assigned than other numbers?

    Here's an example:

    I have a player sprite, I also have an enemy sprite. When the enemy sprite collides with the player (physics objects btw) I want to subtract say, 20 from the player's health variable.

    That's easy enough to do, but I would LIKE to have the damage be more randomized than that. Anywhere from having 10-20 health subtracted...but for the most part I want -20 health to be assigned on average with the 10-19 range only showing up on occasion.

    Oi, did I explain that well enough? =

    Maybe something like:

    Enemy >

          On collision with player >

                                   Subtract 20 from Healthvar...but sometimes 10-19 :P

    Thanks everyone.

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  • Thanks that was helpful.

    So I learned that if I turn off the blending mode for the red square and set the mask to destination in, it...sort of works. But same problem as before, the red square is still always visible.

    If I could just get the red square to be invisible now I would have it.

    Updated capx

  • That works thanks but it gives the same result as the lighting demo in C2.

    In my project the top layer HAS to be transparent or it's not much use. Otherwise I would just be covering up backgrounds and other objects in my game. My posted .capx was just a basic example of the effect I'm after.

    Basically what I need is an invisible mask, to reveal an invisible sprite, with full on layer transparency. Oi, I'm getting a headache dealing with all these blend modes.

    Thanks for the help so far though everyone :)

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Kazan

Member since 15 Jan, 2012

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