ZeldaVerde's Recent Forum Activity

  • Well that's about it, I just want to put a variable in the name of the function so it can be called dynamically, so how do I do that?

  • Those are the objects. The tilemap is supposed to only show where it overlaps the green frame, and the black square is supposed to show the green frame under the tilemap, hiding it. Currently, the green frame is set to destination atop, the tilemap is set to

    source out, and the black square is set to normal, and it is not working.

    Here is blend modes reference for help: construct-static.com/images/v1228/uploads/articleuploadobject/0/images/919/blend-modes.png

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  • Maybe I misunderstand the problem, but try moving the mask object on top of the tilemap+fog. Disable blend modes on tilemaps, and set blend mode on the mask object (I don't remember exactly which one, just try them all). Make sure to enable "force own texture" in layer properties.

    Doesn't work, I'll post a better explanation shortly. Thanks for trying to help tho.

  • I'm making a minimap for my game. There is a minimap frame object in my minimap layer, as well as a minimap tilemap that has the "image" of the map, and a minimap fog object that hides parts of the map that haven't been visited yet. I set the tilemap to source atop so I can scroll it around and it only shows inside the minimap in the UI. Now I want the fog object to hide the tilemap, but if I use, say, destination out, it also hides the minimap frame. Any solutions?

    Tagged:

  • > Hmm I see the issue with that. But realistically I'd still want the z-order to be somewhat retained in the sense of something being above or below an object. If all the objects in the hierarchy are then, z-order wise, right next to each other that's ok but I think they should be in the right order, so that a sprite that is above another sprite in the template is also above the other sprite in the replica.

    I need to check that then, because the relative z ordering in a hierarchy should be kept.

    Doesn't happen to me

  • Is this the kind of thing that could be solved by dynamically-created global layers appearing just as they look in the editor?

    If this was possible, could you make a global layer for tilemaps, monsters, etc., and then spawn the layers to create a room?

    There's a feature request about this here:

    https://github.com/Scirra/Construct-feature-requests/issues/84

    but then wouldn't the rooms also be in somewhere in the game layout (and I don't want that) rather than only in the dictionary as they would be global layers?

  • That's what I thought, thanks for the help. You should really consider that feature tho, I feel like composite objects and these kinds of "interactions" between layouts could have a lot more improvements to as they are today. Keep up the good work!

  • Well, it could try, and if any layer doesn't exist, then it could create the objects in the specified layer. Would you be willing to add that? It would be so useful for composite objects. If not, what would be a good approach to this then?

  • I'm making a binding of isaac like game, and I've already put together procedural dungeon generation, but there is a problem. Currently, I'm spawning rooms from a dictionary layout. Each room is parent to a bunch of objects it comes together with (a tilemap, collisions, enemies, etc), but when I create them during generation, every object is put on the same layer instead of in the appropriate ones. I wish Construct would copy them to the exact layers as the layers in both layouts are the same. I probably could make it move everything to the correct layer on creation, but still, isn't there a way to create a composite object, thru hierarchies or containers, the way I want?

  • I'll make one that demonstrates all the issues, my bad, but I may not be able to do it right now.

  • Yeah but you aren't addressing the main issue which is setting the billboard's bottom face to the object it is tied to. That's the thing.

  • Honestly I have no idea how to handle this properly so that's why I posted no example. I'm just telling you issues I encountered before in hope that someone shows me the proper way of doing it all from the beginning.

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ZeldaVerde

Member since 11 Nov, 2018

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