Boony's Recent Forum Activity

  • I think it would be nice if Ashley lowered the requirement by at least 100 reputation points. It's hard enough to get to past 400 from nothing.

    One problem I noticed is that noobs can't post their work or progress when requesting help and then some experienced user jumps down the throat of the noob and accuses him/her of wanting all the work done for them. I've read 15+ threads searching for answers and coming across situations like these.

    It seems to create a hostile environment of elitism and misunderstandings.

    Just my thoughts on it.

  • Is there anyway to disable acceleration and deceleration in the 8Direction behavior?

  • ahr Ech

    That did the trick. It's not explained very well in the manual. I appreciate your help!

  • Ashley

    Is that something that can be supported in the future?

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  • LittleStain

    Thanks! I was looking for "effects." I overlooked the blend modes example.

    What I mean by image masking is the "Destination out" blend mode example. Now that I know what C2 is calling it, I'm having a hard time recreating it. It works in the C2 example when I open it, but not when I try to recreate it in a different project. I think all you have to do is change the blend mode in the top overlapping sprite to destination out, but it doesn't have the same effect as in the example. The top overlapping sprite turns dark and opaque. I think all the settings are the same, WebGL enabled, but maybe there is something I'm missing? Can you take a look and see if it works for you?

    Destination out trouble

  • Is image masking possible within C2? I was hoping to find an effects filter in C2, but I couldn't find anything that works in the same way as masking in Flash or CSS. Am I overlooking it?

  • You could have points added to a score when the player overlaps another sprite. What you would want to do is create a text object and call it "ScoreText" and also create a new sprite. You might want to go to the sprite's properties and set the sprite initial visibility to "invisible". Once you have done that, add the events shown in the linked image.

    https://www.dropbox.com/s/ia7ttvijas63ybp/scoring.png

    Add global variable > Name: scoring, Type: Number, Initial value: 0

    Conditions:

    Player > Is overlapping Sprite

    System > Trigger once while true

    Actions:

    System > Add to Variable "scoring", Value 1 (or however many points)

    Score > Set text > Text: scoring

    Every time the player overlaps the sprite, points are added to the score. If you only want the points to be added once per game, add an action to the above event that destroys the sprite.

    Hope that helps.

  • It's really quite simple if you break it down into the component parts ..I think what you are really asking is.."Could someone make this for me because I cant be bothered"

    First of all, aside from your greeting, you made 3 statements and asked 2 questions in relation to those 3 Statements...I'm going to Ignore Rookie Devs statements as his comments really did nothing at all to add to a solution..

    All he did was ask for help. He didn't state whether the help needed to be a visual example, written explanation or combination of both. Since it's harmless to ask a question, and you are not required to take time out of your schedule to help, I don't see any reason for you to be so upset and condescending. If you have such conflicted feelings about helping people, why even read the "How do I..." forum? The name of the forum begs for questions like these.

  • Sorry for the late reply. I became busy and spaced this thread off. Before I forget again, thank you both for all your help. I really appreciate it!

  • Are you using pixel art? If so, you can make the game at a small resolution and enlarge it with little lose of resolution.

  • Stick in a particles object going full blast.

    ^^^This.

  • Ah! It works like a switch. Thank you, Plinkie.

    And thanks, mindfaQ. I'll try your method once I get further along. It's working, so I don't want to mess with it.

    I have one more problem. If the player is too quick, the cargo pins itself whatever part of the helicopter is touches first. Anyway I can get it to attach to the same place under the helicopter? Maybe to the image point?

    I tried:

    Setting the cargo position to helicopter.ImagePointY(0) and helicopter.ImagePointX(0)

    I thought that would attach it directly on the image point set for the helicopter, but it didn't work. Any ideas?

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Boony

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