beguinner's Recent Forum Activity

  • I traced a tilemap over a canvas as suggested in another thread.

    onedrive.live.com

    Then I saved the tilemap as json but when I dowload it, it does come out totally different.

    onedrive.live.com

    I tried to save the tilemap as .txt, .tmx, .json but I got the same result all the times.

  • I tried with a maze but it doesn't work. What's the glitch?

    onedrive.live.com

  • How do I mirror a sprite horizontally with the 8direction behavior?

  • I changed canvas.redat on the dop2000 capx with canvas.alphaat to see if it tiled only the transparent area but the result is the same as before. :-(

    Shouldn't have it tiled only the transparent area discarding the red part?

  • dop2000: I tried your capx but the screen turns totally black. don't know why.

    rojohound: I want to trace over a complex layout to have another layout to set as invisible and to use as collision box during the game.

    I know that you can use Tiled to design a tilemap with irregular or complex shapes and then save it as tmx to have the collision boxes preserved but I'm more comfortable using Photoshop or Gimp, both of them have more functions and tools than Tiled.

  • So I should open the red object as cavans and then do an event such as

    -compare two variable: canvas."rgbaat"("red") = 1?

    how does the syntax work exactly?

  • No, actually that's just an exaple: my idea is to do something like cover a specific area with another object during run time after an event, like mapping that object onto that area. Do you think it's not possible? :-(

  • In the picture you have the red area and the blue sprite. How I do cover the red area on runtime creating blue sprites on it so to cover the whole red area and just it, not outside it? Should I make the blue object smaller, maybe 1 pixel square?

    i64.tinypic.com/v3lvrd.png

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  • I didn't understand how to use the "rbgaAT" expression to get the color of a pixel or an area of the canvas. Do you guys have any example or capx?

  • So I wanted to do a maze game. after designing the maze in photoshop, I save it as png but of course when I export it to C3 or Unity, the program doesn't recognize the walls and gives it one collision box. Is there anything like an algorithm that detects the parts of a png file with transparency and flood fill the rest of the image? The result would be creating another layer with tiles overlapping the original layout but with the right collision box so that you can make it invisible and solve the problem.

  • How does it work in the compare variable event?

  • Can I use an expression to compare variables?

    Something like x > (y+50)

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beguinner

Member since 16 May, 2017

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