LukeW's Recent Forum Activity

  • Not for a long time I imagine - still in the concept stage. I would like to have a working demo by the end of this year, but we'll see how that goes.

  • Made a journal for my game... took me longer than I'd have liked.

  • Yep, that makes it all work in debug mode the same as normal mode.

    Not sure why the other way only works in normal mode but I'll just avoid it from now on.

  • yup

  • moving the 'on start -> load array' function to the system event sheet (where the function is also kept) fixed this.

    Originally had the function call in my debugging event sheet as I plan to do all this at startup once I get that far.

    So it was easy to fix, but I'm still not 100% sure why it only became an issue in debug mode

  • Okay, this is a bit weird I think.

    I'm using an array to track quests in my game. Every time the quest gets updated, I use a function to append the text strings and then show that in a journal. All seemed to be working well, but I went to debug one of the function parameters to make sure I was happy with it, when I discovered that things act differently when running in debug mode.

    I thought it would be best to video this, with the game first being run in normal mode, then in debug mode, to demonstrate. You can see how the journal fills out in the first instance correctly, but when running the game in debug mode, it's clearing the cells. Not sure why this is happening, but I thought it was worth discussing. Tried it on multiple occasions, thinking that maybe I wasn't giving the array time to load in, but it happens like this everytime no matter what.

    What could be happening in C3 to make the debug mode act differently to the normal mode?

    Guess I should point out that this isn't really a problem for me atm, as it only happens when I try to fill the wrong cell in the array. Still, I found it interesting.

    youtu.be/M-zCr72VtMQ

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  • Thanks Dop. I might check it out, though I'm trying to avoid add-ons for now if at all possible.

    Might just go with a generic oval shadow.

    Cheers

  • Hi

    So I wanted to make some simple shadows in a top down style game, and thought I could do this using the Drawing Canvas object, grabbing the objects I want to cast a shadow for, painting them black and lowering their opacity, before skewing the objects and drawing them to screen.

    Most of this is easy enough to do, but I'm struggling to skew the objects before drawing them. Reading through the manual, I'm not even sure if this is possible, but thought I'd ask anyway.

    Here's a mockup of what I'm hoping to do with the shadows:

  • oh wow, that was easy.

    Lol, thanks dop!

  • gah! I got the drawingCanvas to work so that it takes the player's sprite away from the bottom when they're digging like I wanted, but now I'm having the issue that the drawingCanvas object won't draw as part of my depth system as it can't be added to the depth sorting family.

    So pretty much the same problem as the first method.

    :(

    Is there a way to add a sprite and an object like the canvas to the same family?

  • Thanks for the reply

    The three layer system sounds like it might be a major pain, especially when I do things like have multiple trees and the like overlaid on top of each... thinking it might struggle to accommodate for those types of scenarios.

    Never used drawingCanvas before, looks like it's time to delve into some tutorials :D

    Cheers

    -edit-

    er, so there's not a whole lot of information out there on how to capture a sprite and edit it in DrawingCanvas (at least if there is, I can't find it). If anyone has a link to how this is achieved, I'd love to see it.

    Cheers

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LukeW

Member since 26 Mar, 2017

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