NECRONOMICRON's Recent Forum Activity

  • SORRY

    OK

    Voy a traducir que hace cada variable o para que esta hecha.

    Lo siento por el inconveniente.

    Igualmente deberias aprender español ya que hay mucha comunidad en ese idioma y mi idea es hacer algo para lenguaje español tambien.

    okay

    I will translate what each variable does or what it is made for.

    Sorry for the inconvenience.

    You should also learn Spanish since there is a lot of community in that language and my idea is to do something for Spanish language too.

  • LOOK MY TUTORIALS:

    RPG SYSTEM: EXPERIENCE - LEVEL

    ENGLISH

    VE MI TUTORIAL

    SISTEMA RPG: EXPERIENCIA - NIVEL

    ESPAÑOL

    SI TIENEN ALGUNA DUDA POR ACA O EN EL TUTORIAL.

    IF YOU HAVE ANY DOUBTS DUE TO HERE OR IN THE TUTORIAL.

    DEMO:

    LOOK HERE

    VER AQUI

  • Very Easy: use Behavior "PERSIST".

  • EXAMPLE GAME:https://i.imgur.com/bkR86iB.gif

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • > How can I transfer the values of a variable between one instance and another instance of the same object?

    >

    > example:

    >

    > Ant (1) finds food in position var foodx and foody that are instance variables.

    > Ant (1) collides with Ant (5) and passes the location of the food.

    > the ant (5) stops doing what it is doing and goes to the food: foodx and foody

    well if you want to use the same sprite, you have to have a family, so you can differentiate between instances and a few variables.

    however if u plan on having ants animating and stuff i suggest keep each ant "class" different.

    for a scout have a scout sprite for a gatherer have a gatherer sprite and so on, it will make ur life easier.

    that being said... using the family approach and keeping the 1 sprite for all ants...

    here is a example ants-example.c3p

    Thanks but i found an better solution:

    I use a local variable to save the id of the instance that has "FOOD" and then look inside the collision for the one that does not have it, after verifying that the variable is not -1 or that there is one with "FOOD" and another one "NO FOOD" since under that rule the info will be passed, it does not work for 2 with "FOOD" or 2 "NO FOOD", and then it is only to pass the variable of the instance with "FOOD" according to its IDVAR to which " WITHOUT FOOD ".

    SIMPLE.

    I WAIT FOR YOU, I WAS CRANEING THE SOLUTION. FOR THE USE OF FAMILIES IS THE SAME.

  • How can I transfer the values of a variable between one instance and another instance of the same object?

    example:

    Ant (1) finds food in position var foodx and foody that are instance variables.

    Ant (1) collides with Ant (5) and passes the location of the food.

    the ant (5) stops doing what it is doing and goes to the food: foodx and foody

  • You should use blend modes. Create a Mask sprite - a black circle on a transparent background, you can make it with soft blurred edges if you want. Put the ceiling tilemap and the mask on a separate layer, set Force Own Texture=On on this layer. Set "Destination out" blend mode on the mask sprite. You can pin the mask sprite to your character.

    If you select File-New in Construct, there is an example project demonstrating different blend modes.

    I did it, thanks dop2000, I was using BLEND but I was with the sprite mask was with the transparency upside down so that's why I did not leave, now if it's ok ... thanks

  • use DISTANCE(X1,Y1,X2,Y2) or LINE OF SIGHT

  • I did it, but it's not what I'm looking for, I need only one part to be seen ... something like a line or circle around the character and that looks diffuse as it moves away from the character, the same effect as light but as lightning x, that is, you see the character from above and a radius around it when it enters a room or house, that the ceiling diffuses and is replaced when it moves from the sector.

  • How can I make an x-ray effect with 2 tilesmaps, where my player enters a house made with solid tilemap and the roof of another tilemap is transparent in an area around it?

  • I'm using "ShadowLight" and "ShadowCaster but I do not know how to recognize when an object is in the shadows or in the "LIGHT", the only way that occurred to me was to create a sprite that came out of the light bulb and check for a collision, if there is a collision with a wall it stops and starts again and if there is a collision with another object that checks it.

    WATCHhttps://i.imgur.com/zcffMWM.mp4

    https://i.imgur.com/zcffMWM.gif [/img]

  • Somethink like this:

    Example:

NECRONOMICRON's avatar

NECRONOMICRON

Member since 26 Sep, 2017

Twitter
NECRONOMICRON has 6 followers

Trophy Case

  • 7-Year Club
  • x10
    Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

11/44
How to earn trophies