Nicadeamas's Recent Forum Activity

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    Hehehe. Been watching for you.

    Hi.

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    Well I fiddled with the blend modes for about an hour and a half, and I messed around with some effects, but I can't seem to get the right combination.

    I did get close though, it's cured how I wanted, but instead of being transparent when the green line is gone, it's black.

    But I think that's good enough for now.

    Thanks Newt!

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    I searched for a while, but with 100+ pages of tutorials, I couldn't figure the key words to find the information I need.

    The effect I want to pull off is a moving 'window' showing through to Layer X.

    Example 1: A moving portal. The sprite (Curved rectangle) moves across the screen, and wherever it is, you see through to whatever is behind it.

    Example 2: Two squares, one is red, and the other blue. Wherever they touch, instead of purple, you get invisible and see through to the background.

    The reason I'd like to do this is because I have a fuel bar that is a rectangle and the width changes. I want to put an image on top that makes it invisible, except for the curved cutout through the middle. So that the fuel bar, looks curved as it goes up and down.

    I'm guessing there is a simpler way to do a curved fuel bar, but I'm still learning stuff so I figure this would be more interesting to learn how to do.

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    Awesome guys!

    Thanks.

    This helps me out a lot in more ways then one.

    Ossyrag thanks for the link. Hopefully this time next year I'll basically have its principles/tips memorized lol.

    My favorite thing in the digital creation world is a community willing to help both each other and the noobs like me. (Source had a lot of communities that were an ass to noobs.)

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    Yep I know it's 2d.

    I'm not so much worried about physics capabilities as I am logic capabilities.

    I'm curious what it will handle before it hits it's max. Is it limitless? Bound only to the speed, memory, space, etc of the computer running it? That would be cool.

    Source has an interestingly tiny limit of dynamic lights you can have on a single texture face. (4) if you had more then 4 lights that could turn on and off in the same room, your compile log would get smashed with lighting errors and in-game things would just look a little off depending on what lights you were using.

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    Basic-ish questions, What are the limitations? (Of the engine, no license type.)

    I understand the fps limitations very a lot based on what your tying to run X on. (PC, Tablet, Phone)

    But what are the engine limitations, the mechanics point where it quits, invents errors, wont compile. (Does it compile? lets say run.)

    In Source, a door hinged to a door, hinged to a door, hinged to a door, hinged to a door, with a rocket tied to it, would be a physics bomb on the fps without VERY specific settings. What about Construct 2?

    Is a rocket tied down to a weight with three chain links each with two rotating points asking for trouble?

    In source, there are lots of limitations on the compiler, like T junctions for textures where planes intersect. Or vertexes which are the vertex points (corners) of brushes (shapes).

    Or entdata, which is entities talking to each other. (I/O Logic. Code.)

    How about Construct 2?

    Will it quit on me if I have 10,000+ sprites in the same game? (Optimized so they aren't all active (seen) at the same time... Actually, is there that kind of optimization in Construct 2?)

    Will it be mad at me if I have 1,000 lines of logic? (code in the Event sheet)

    Can it run Monopoly with eight players taking their turn at the same time?

    Can it run the same thing except 15 times more complex?

    Thanks,

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    Oh my.

    It works now, excellent, thanks.

    I didn't know you could add things like 'The_Rocket.Angle'

    This makes things a lot more flexible... and complicated.

    Sweet!

    Now I've got the rockets 'force' pushing in alignment with the rocket rather than just pushing up. (target.angle+270)

    This is awesome thanks!

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    I don't see that as an option.

    Maybe this option does not apply to sprites?

    or... are you saying I can add it to the existing event like 'do this, and this too?'

    I'm a little confused.

    http://imgur.com/a/lB0Oa

    I don't know why the image isn't working.

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    I have a rocket tied to a rock. The rocket overcomes the rock and flies. The rocket wobbles left and right, that's fine, but the animation of the rocket's firing off does not wobble with the rocket.

    EveryTick>Rockets_Image>SetPositionToAnotherObject>The_Rocket

    There wouldn't happen to be a 'SetPositionToAnotherObjectAndMatchAngle' option that I haven't found would there?

    Thanks

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    Yeah, so unlikely, but thought I'd ask;

    Any pro construct people who want to learn the source engine?

    I used to do a lot -LOT- in source, a example would be my L4D2 campaign called Firetower Trail.

    Basically I'm looking for somebody experienced enough in construct 2 to teach me how to make Monopoly. All I got to trade with is that I can teach them/you how to make anything you want in the source engine. Source engine being Portal2, L4D2, TF2, HL2, CSS, and all the other Source engine games. (I wish valve could count to 3.)

    Thanks.

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Nicadeamas

Member since 1 Aug, 2016

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