oosyrag's Recent Forum Activity

  • Add condition: Buff is visible to your On Clicked Event.

  • oosyrag an example capx will be great to see

    ............

    dropbox.com/s/mtuitc8dsr6i03r/laseranimation.capx

    Rough draft.

    You can improve it by making a more solid core on the explosion sprite to hide the cut. You can also do a gradient on the masking sprite so that cut off edge is softened.

    Also I used mouse distance from the end of the laser to set the width of the mask, you probably want a different method depending on your application.

  • Moot, I recommend you not take responses or lack thereof personally on a web forum, or you'll probably end up like he-who-shall-not-be-named eventually.

    Just because Scirra actively engages with the community doesn't mean they owe everyone who asks a response (generally physically impossible due to being outnumbered, or that they would just never get any actual work done!).

    As for your specific question of " Will we have to wait long for it?", I would guess that he simply doesn't have an answer for that, and it would be silly of him to need to explain why he doesn't have an answer for it. There is no way of determining what your definition of a long wait is, and most likely there is no way of knowing exactly when or how long it will take get done at the moment anyway.

    Anyways TLDR I find it highly unlikely that anyone at Scirra would take your posts personally, so you shouldn't take what they say or don't say personally either.

  • You can do an amazing amount of patterns with the built in behaviors.

    https://www.dropbox.com/s/vf9ub4hq4r5cv ... .capx?dl=0

  • https://www.dropbox.com/s/mtuitc8dsr6i0 ... .capx?dl=0

    Rough draft.

    You can improve it by making a more solid core on the explosion sprite to hide the cut. You can also do a gradient on the masking sprite so that cut off edge is softened.

    Also I used mouse distance from the end of the laser to set the width of the mask, you probably want a different method depending on your application.

  • I can put together an example later today if you don't mind waiting.

  • You're looking for "bitwise" or "neighbor aware" auto tiling. The should be some working examples floating around the forums if you do a search.

    Ref: http://www.saltgames.com/article/awareTiles/

  • I would simply use a really long sprite, and clip it to whatever length I need it to be (with a blending mask) at run time, and put an "explosion" over it at the destination to cover up the cut end.

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  • Maybe try a different approach? You can add a "z" instance variable (and a "depth" variable) to each object to base calculations off of.

    Using an array in this manner doesn't seem very suitable.

  • I can imagine using the invisible sprite to set a state flag that determines which side you're approaching from upon colliding with it.

    How exactly do you want the player to behave if approaching from the top? I'm assuming this is a platformer. If you land on the block from above does the player get shifted to align with the block, stuck in place where they land, or not stuck until they try to walk past the middle? Or does the block freeze them in the air if they try to jump over it?

  • The problem is your player sprite does not necessarily move 1 pixel at a time, so it is hard to get that sort of precision. The solution is to add an action to move back to where it should be on the same tick that it passes beyond where you want it to be. As long as it is in the same tick, you shouldn't visually see the player ever going past the stopping point to begin with.

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oosyrag

Member since 20 Feb, 2013

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