mystazsea's Recent Forum Activity

  • Not quite sure what you mean ...but i think you are talking about something like this...

    There are many ways to do this but one simple way is to make a new instance Variable for the Player..

    Call it something like "Player_Spawn_Point" or similiar

    it could be a Number or a Text Variable

    When the player dies. add an event that adds to the Number Variable or resets the Text Variable to the Correct Location ..

    for example

    on player death -> add 1 to 'Player_Spawn_Point'

    Make sure that Each Physical location spawn point is numbered and the Value correlates to the Spawn Point Variable

    so that when you Respawn the player..you do a check for the Player Spawn Point Variable and set the player to the New Spawn point

    with

    "Player -> on created/respawned

    -> set Player position to "Spawn point(Player_Spawn_Point Variable Value)"

    and it should work

    Does that make sense>?

  • Made a game ages ago that uses a very simple technique for that effect

    All you need to do is

    Make a new layer call it 'FOG OF WAR' or whatnot

    Place a new object sprite in that layer

    That is an Alpha blended PNG Sprite Blackout mask

    much like the following

    FOG OF WAR OBJECT

    I tend to favor a HEXAGONAL shape but you can use any shape you like (you can even put WEB GL effects on it if you like for extra cool stuff ) as long as it has a well blurred overlapping area and a solid black area of reasonable size.

    in the editor adjust its size to what ever requirements you require.

    then spend the time either duplicating it manually or use a spawning script to cover your layout at the start of the layout.

    There are plenty of easy ways to do this...

    The add a 'FADE'behavior to the sprite...and set it to

    'Active at start NO'

    Leave FADE IN AT ZERO

    Then set your delay and fade OUT times to what ever suits you

    and finally destroy on fadeout yes

    Then make a new event ..

    ->> player (or whatever you want to remove the fog of war)

    is overlapping the Fog of war object

    ->> and another condition ->>'For each' Fog of war object

    action

    ->>Fog or war -fade out Start

    and thats it

    each blob of black should fade out when your player touches it and stay gone...

    The only issue is layout out all of the objects either manually (takes a long time unless you make duplicates 'ctrl drag') or use the script to

    populate your layer via a spawning code that will overlap each Fog or war object

    Adjust the Fog of war spacing and fade timing is really all you have to perfect...

    See this capx for a very simple demo

    :)

    FOG OF WAR DEMO

    Same system can be used for any game...platformers ..8 dir anything!!

  • Hey there....Any chance you could relink your Demo or CapX files....Would love to take a peek at this..

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  • Same thing is mentioned here..:)    http://www.scirra.com/forum/topic34419_post442265.html#442265

  • Yeah this is a handy feature I just realised the other week too ...I had been using the numeric +- keys lol....

    CTRL Middle mouse also scrolls the text size in event sheets just like other programming apps too...very handy...Thanks for putting that in Ashley...

    You the best!!

  • Yes please...This would really help alot...I use this within nearly every project...a shortcut would be nice....Pretty Please!!!!:)

  • Yes I presumed that is what is does also GabeOfThrones

    Not entirely sure but it seems to be the same thing functionally.

  • If you want specifically to use the Boolean Function, Another option is that you could make a null object called "Day_Night_Toggle" and assign it a Boolean instance Variable that you call when you want in the Event sheet..or just assign the Variable to an existing object in the layer you want to toggle

    Null objects are common usage in Games Design.

    Null object can be a small invisible or Transparent Sprite created the usual way and has the added benefits of being an entity that you can easily access with other function calls..or implement other EFFECTS to like WEBGL

    Often I find Simple Color Overlays are good for Day/Night Transitions..

    and also allow lighting FX

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

  • Well thats why we invented Scroll arrows....:) to allow alot of stuff in a much smaller space..:)

    but yeah layouts size...mmm perhaps not...maybe its a good idea to make your layout a set LARGER size to begin with but leave it empty until you need it...I don't know...

    I have noticed in Software development..that..

    'Workarounds' often become features

    which later become common place...But I think its always better to plan ahead of time...allow for expansion..

  • That Event is within the events for any ARRAY..

    Make a new event, set a condition and then PUSH TO BACK is one of the ACTIONS you can call..in the possible actions for an ARRAY

  • MMmmm Not quite sure what you mean...Your Question is unclear...

    You want to make the Android Resize the game for its current Native screen Rezolution?

    mmm..its been covered in the forums...but perhaps a better way is to get better informed as to WHAT resolutions are MOST common...and work for that

    You could do some research

    Android devices support several Screen rez's and Densities..

    Some of the Most commonly populated sizes is listed here...

    or try the specific manufacturers website info..

    It will give you a rough place to start..

    You could look here

    Devices

    AND HERE

  • Even though its Physics...The 'Angle' of the Object wheel would be still registered as normal..

    So you could place a Variable or two on the wheel that for example is

    something like...

    'Wheel_initial_Angle'

    &

    'Wheel_updated_Angle'

    or similiar

    Do a Every tick function

    Every Tick-> set 'Wheel_initial_Angle' to Wheel Angle

    Then then compare the Values every x seconds..dependant on the maximum required level of sensitivity..say every 0.5 secs.would need testing of course

    {System->Every 0.5s->

    Compare two values ->

    [Wheel_updated_Angle > (greater than)Wheel_initial_Angle Action Play your sfx or anything else.. or you could set it up any number of ways Boolean Variable" Wheel Rotate 36 degrees" Is 'Wheel_updated_Angle 36 degrees greater than 'Wheel_Initial_Angle' -> Set Boolean Variable" Wheel Rotate 36 degrees" TRUE -> FIRE SFX -> Reset variables..specifically up date the Initial and updated variables There would be plenty of ways to do what you what its just a matter of finding the BEST idea for you This may take considerable testing phase ..but you would learn alot..:) work for you? first value would be the WHEEL angle and
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mystazsea

Member since 14 May, 2012

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