Santhenar's Recent Forum Activity

  • Okay, how can I explain this...

    I have a sprite object called Critter.

    I want critters to do things (run away) if they get too close to each other.

    In order to do this I want to use...

    For Each Critter

    Get Nearest Other Critter

    Get Distance Between the two

    If Distance is Less than 500

    Run Away Function

    The problem is all critters are instances of the same object, which means... I don't really know what it means but it's fucked up.

    Pick nearest without picking yourself just... Doesn't seem to work.

    This is what I've got...

    I'm testing to see if I can just get a critter to move towards the closest other critter.

    With this code, the movement actions just don't run.

    I understand if further clarification is required.

  • Okay, so here's what I'd like - For all my sprites to show as black silhouettes, until they interact with a light mask.

    So I have a sprite representing the light, when that is over another sprite, the sprite shows it's colours normally. When it is not over the sprite, the sprite is a black silhouette.

    It's a lightmask, basically.

    I've been playing about with blending for a few hours now and I can't seem to find what I'm looking for. I thought I found it for a moment and then... lost it?

    Wonder if anyone else has found anything like this?

  • I really do love the dust particles in the light effect.

    I've been trying to do something similar myself, but I just can't get this destination out setting to do what I want.

    How exactly does the transparent tiled layer need to be set up to get rid of the boxes appearing around my particle sprites?

  • Solved, it was because the canvas object was not the same size as the game area.

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  • Hi all,

    I've been trying to make dynamic shadows using the Canvas plugin.

    Basically by copying this:

    dl.dropbox.com/u/5426011/examples14/shadow_cast.capx

    However although as far as I can tell I've copied it exactly, my shadows are not appearing in the right places.

    <img src="http://i.imgur.com/HxAgBRw.jpg" border="0" />

    The shadows are working as intended, however their position is offset on the Y axis by a couple hundred pixels, and it looks like a few pixels on the X as well.

    <img src="http://i.imgur.com/JX0fnHA.jpg" border="0" />

    I can't see anything which could cause that, but admittedly I am copying this code more than understanding it.

    Any help would be great!

  • Try changing from (on key pressed) back to (space is down), but now add a (trigger once) condition together with them.

    Already tried that I'm afraid to say, it also makes no difference at all.

  • You are over thinking your custom jumping. Your desired effect can be achieved in two or three events.

    The reason I have set it up like this is so that the attributes of the jump can be modified as the player collects powerups.

    However if you've got an easier way, please, tell me more!

  • Try putting your other conditions together with the condition on space key is pressed instead of using them as a sub condition.

    Thanks, but sadly this makes no difference to anything at all.

    <img src="http://i.imgur.com/gjLpT2D.jpg" border="0" />

  • That was my thought too, but it doesn't make any difference. I can find no difference between the two functions.

  • I'm creating a custom movement system for a platforming character.

    This is the Jumping.

    The problem is that when I hold down the space bar, the Player rises into the air, not falling until the spacebar is released.

    What I want to happen is for the player to do one jump per each press of the spacebar, no matter how long it is held down.

    I can't see why it doesn't do that with this piece of code...

    When the spacebar is pressed it sets Jumping to true, which should prevent the velocity from increasing until the spacebar is released and jumping is set to false again. But it doesn't do that. The player just keeps on rising into the air.

    Pls help.

    <img src="http://imgur.com/X0Mz62G.jpg" border="0" />

  • Ok, so I want to make a rope which is build out of sprites linked by the pin behavior. I also want to be able to increase the length of the rope dynamically by adding more segments.

    The reason I am using the pin behavior rather than joints is that I want to be able to control the physics myself and not rely on any other physics engine.

    The problem comes when a new segment is created I need it to be able identify the preceding rope segment and pin to that, however each segment in the rope is an instance of a family and it's not possible to specify a family.UID as target for the pin behavior.

    Any help would be much appreciated! :)

  • Test post

    (If I can post I will do the proper body in the next post.)

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Santhenar

Member since 24 May, 2013

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