eli0s's Recent Forum Activity

  • Ldk thank you very much

  • A0Nasser thanks!

    That was probably due to adjacent polygons having more than 180 degree angle between them, and the speed of the Player's movement/Rock's rotation making the Player losing contact with the Rock. A workaround that I can think of on top of my head would be to pin a detector object just below the Player in a way that it overlaps with the Rock while the Player walks upon it, and add a condition that states that the falling animation can be played while the detector object is not overlapping with the rock.

    Here is an example

  • pirx

    p0tayters

    If you don't have many objects that have more than 8 polygons, you won't have any problems exceeding the 8 point count. I have used more than 20 points with no problem at all. Alternatively, you can break down your complex shape (in your case not so complex, but never the less...) in to smaller ones with fewer polygons and combine them to emulate the high poly shape.

    Have a look at this topic (https://www.scirra.com/forum/viewtopic.php?f=147&t=101552), I had made a capx that uses both methods to illustrate the procedure.

  • You are welcome!

  • R0J0hound , I understand. The same happens even within Photoshop when you bucket fill antialiased lines. Only vector software overcome this limitation. TVPaint animation (which also use raster graphics) has a nice feature, it lets you "overfill" by an amount of pixels the flooded area, thus eliminating the gap around the lines, but it does it in a way that doesn't erase the lines, it colorizes the unpainted areas. Anyway, thanks for the clarification

  • Here, look at this capx:

    [attachment=0:126364sw][/attachment:126364sw]

    Input a number (0-640) into the text field and hit ENTER. The object will move to those values (on it's horizontal axis). The trail is just for cosmetic purposes

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  • Tell me what you wish to do when the key is pressed. Move an object from point A to point B? Also, please verify, is the key press a trigger that it fires just once, or you will have to hold the key pressed in order to complete the lerp action?

  • Can you be more specific? The lerp takes 3 values, one as a starting value, an other as an ending value and a third one that determines how much in-between of these two values you will get.

    For example: lerp(10, 20, 0) is 10, lerp(10, 20, 1) is 20 and lerp(10, 20, 0.5) is 15. That is of course when you trigger it once. If you triggering the lerp every tick (as when a key is pressed down), you will gradually get the second value and the speed by which it'll get there is determined by the third value. A lerp(10, 20. 0.01) will have a slow transition towards 20, while a lerp(10, 20. 0.9) will reach 20 almost instantly.

    Of course there are other ways to move stuff around. Have a look to the moveto behavior () and to the Litetween/EaseTween behaviors (https://www.scirra.com/forum/viewtopic.php?t=70700&start=0). These are very useful tools!

    And here, in this example you can test the lerp speed in action. Use the mouse wheel to increase/decrease the 3rd value which determines the speed of the lerp.

  • WOOOOOW! Indeed, this image is on Scirra's facebook page!!!

    I can't wait to see this in practice!!!!!!!!

    Thank you Scirra

  • leofenix , It's your picture. If you check closely you will find gray pixels on these areas. I crashed the blacks/whites and the result is much better. You can't get rid of a slim white outline around the black lines though, I don't know if that is a limitation on the Canvas plugin or there is some other way to do pixel perfect fills.

  • I am not sure what you mean by "to the shop" thing, but you can change the look of any Sprite object either by using different frames that you've prepared earlier (frame 0 = Black, frame 1 = Yellow, ...etc), or use a webGL effect like Tint, AdjustHSL or Set Color, and set the parameters with events and actions.

  • Glad I could help You are welcome!

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eli0s

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