tuaarita's Recent Forum Activity

  • So, here's the capx

    dropbox.com/s/uywy4s3y3adkjmw/pixelshadowcaster.capx

    I'm using line of sight to object to change the ground tile brightness value to 100, and invert line of sight to object to change it to 70.

    What I'm trying to figure out is if there is a more performance-effective way of doing this at a pixel level or how to optimize it if I want to use it at a very large scale?

    Edit: A gif

    <img src="http://i.imgur.com/Jg1ZSj7.gif" border="0" />

    As you can see here the framerate is only about 25.

  • After some help from a friend I think I finally managed it. Here's the capx of what I was trying to do.

    dropbox.com/s/au651fssm5sljun/hi.capx

    As for the cone of view it started to lag with so many objects, I'm thinking about merging it with the destructible terrain trick to keep the object count low.

  • Can someone tell me whats happening?

    I have the blocks gravity angle set towards the block in the middle

    <img src="http://i.imgur.com/OmdUa7w.gif" border="0" />

    Why do they take off?

  • Would I just need another layer of black tiles on top of the regular tiles that would change opacity if the player has line of sight to them? But is it possible to do it any other way? Like in the screenshot it's a straight line that moves perfectly with the player, they're not just blocks.

    Although I guess I could make the "shadow" blocks smaller and smaller, but thats more resource intensive isn't it?

  • But I'm not trying to do enemy AI line of sight, just the shadows which the tutorial doesn't seem to cover.

  • In short objects would block the players vision with opaque or solid color.

    <img src="http://i.imgur.com/BlIA4n7.png" border="0" />

  • If I do that and set the blocks to a platform behaviour, how do I make them inanimate so they don't move along with the Player controls?

    Edit: Ah okay, there was the Default Controls Yes/No in Platform behaviour settings, this should work now. Thanks!

    Now theres only the field of vision problem. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • In short, I'm trying to make a rotating platformer with physics objects without using force action to push them to the center, or simulate physics with force and/or other actions, but I assume I would need to set the gravity to zero.

    Here's a picture, (I don't have a capx file since I haven't even come close to achieving anything working how I want)

    <img src="http://i.imgur.com/Az7RgT9.png" border="0" />

    My other question is about implementing the cone of view or field of vision, like the one in Monaco or Teleglitch. Do I have to work it up from simple Line of Sight behaviour?

tuaarita's avatar

tuaarita

Member since 26 Sep, 2013

None one is following tuaarita yet!

Trophy Case

  • 11-Year Club
  • Email Verified

Progress

12/44
How to earn trophies