larrynachos's Recent Forum Activity

  • 1. Remove the fog effect from the layout.

    2. Apply the fog effect to the enemy billboard.

    3. Put the billboard layer on top of the game layer.

    This worked, thanks! It was driving me crazy xD

  • I'm hoping it's an easy fix, but I've been trying different things, blend modes, trying the fog effect on different layers, but I can't seem to find the right combo. I've been looking at the foggy zombie shooter example, but I don't see what it's doing differently. Help pls!

  • Howdy, been working on a maze horror game and I'm having an issue where the empty space in billboard sprites are cutting through the fog effect, resulting in an ugly box surrounding the sprites. How do I fix this? I have the billboards on their own layer with camera distance sorting, the fog effect is on the layout as a whole.

    Thanks!

    Tagged:

  • Howdy everyone! I've been chipping away at my new game, and I've run into a few hurdles while working on the lighting system.

    I've managed to get my tiles to ALMOST look like terraria, with the tiles fading away as they get further away from the surface. However, as you can see in the screenshot below I have some weird issues with it. Some layers don't have any shadows, and weirdly won't get darker until I break more blocks into it.

    The light object is in the middle of the layout, -224000 pixels up to try and emulate the sun (I had been experimenting with having it rotate around the world, but that resulted in a bunch of shadows being cast upwards, blocking the screen).

    Is there any way for me to make this lighting system work with the shadowcaster behavior, or am I trying too hard in the wrong direction? I already know that I could be using a black "light" layer and have sprites that punch holes through it, but I don't know how to do that on a large, dynamic scale. How would I make light bleed into a cave after breaking blocks, stuff like that.

    Any tips or links to resources would be greatly appreciated!

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  • I've been finally dipping my toes into the multiplayer front, and I'm running into a small issue with my turn based tank combat game. I can provide my capx if necessary, but it's a little big and I have tons of custom plugins so I want to avoid that if possible

    The system I have in place is as follows:

    Depending on TankGameState (hostturn or peerturn), the host or peer can click once to shoot a single shell in the direction of the tankbarrel (setting TankGameState to either HostShooting or PeerShooting). If the tank shell collides with the opponent tank, ground, or layout border, it destroys itself and sets TankGameState to either hostturn or peerturn depending on who just played.

    The system works on peerturn for both the peer and host, with the peer's shell showing up and responding on both sides. However, on the host's turn, the host shell appears on the peer's window but not the host window, and the GameState doesn't change to HostShooting like it's supposed to, so the host can shoot as many times as they want and the missiles won't detect the collision with the peer tank (because that even only triggers if the state is HostShooting).

    Here is the relevant code:

    I'd appreciate any help! If you want to peek at the capx, let me know and I'll upload it.

  • ok, just uploaded the file for you to look at...

    Wow, you really went above and beyond, I can't thank you enough! I'm excited to dig through this capx and educate myself, you did me a great favor with the selection direction and troop indicators! I certainly don't use containers and families as often as I should.

    You really got me out of a tight spot, thanks again! I can't wait to jump back in and work on this game some more!

  • I've tried pretty much every variation I can think of and still can't get it to work. This doesn't bode well for my game :x

  • could you share the sample project for me to look at?

    I can provide the project file, here you go:

    drive.google.com/file/d/1Aef7Y12yIEIqwA36w27mE-bGuo_dN-Kh/view

    I think I'll probably have to max out at 200 entities (100 for each team, either tanks or troops), but I'd like to see how big I can get before my computer poops itself :D This is the first time I've attempted something this scale, and I want to make sure they behave somewhat realistically :X

  • your event 63 picks all the Ally_Troop that has line of sight to an enemy, but you should then do a for each Ally_Troop (like the event above to get them each to shoot rather than just an random instance the way it stands now, but that is not how I would approach this

    there are several problems with the events...

    Thank you for the help! I make an instance variable that sets itself to the UID of the enemy that the los condition found. I'm so close to fixing this, but still having one problem. I'll have a squad of soldiers targeting three different enemies, but only one enemy is picked to test the UID variable (so soldiers aiming at that particular enemy will fire, but soldiers aimed at other enemies won't fire at those enemies). I have the every tick and for every allytroop conditions disabled on event 63 because enabling them brings me back to only 1 troop shooting the enemy (I also tried adding a for every enemy at event 65 but it didn't change anything).

  • I'm working on an RTS game, and right now I'm running into an issue where my troops will aim at enemies but only one or two troops will fire at a time, while everyone else just sits around and soaks up bullets. My event sheet looks like this:

    I appreciate any help!

  • Did you forget to recall the key and set it at the beginning of your loadout? Do you have any actions that clear storage in your event sheet? Are cookies/caches not enabled in your browser? Have you used the same localstorage name for two different games? Those are the only reasons I can think of that your local storage would be resetting

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larrynachos

Member since 6 Jan, 2013

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