Icecreamvamp's Recent Forum Activity

  • I like the professional looks, but I think there is something to gain when looking at the functionality compared to the visual approach. When looking in a game at a gun such as a gattling gun, you instantly know what it is.

    With these parts of the ship I feel like even with animations added, something would be missing that show you what the use of each part is. Thrusters in a certain shape perhaps, or more visually approaching where a pilot is. Some cover on a gun barrel which accentuates it and makes it look more menacing. Such things.

    Hope I could help and good luck!

  • Hi, thanks for your question. It's because I have no frame or boundaries other than the screen resolution. So you can drag and drop all pieces including those already connected. To keep them connected I use pin.

  • Hi, trying to create a classic Jigsaw ''torn-up note'' for my game. I got as far as giving each piece of the note the pin behavior and the drag and drop behavior.

    Then, I made sure that when you click a piece it goes to the top by adding ''Move to top of Layer", and the ability to turn them 90 degrees on right-click.

    Then came the harder part. If I drop i.e. Note piece 1, it needs to connect to Note piece 2 when in range and at the right angle. So I gave both an image point at the edge and used the "Set Position" with: NastyNote_2.ImagePointX(1) - NastyNote_1.ImagePointX(1)-NastyNote_1.X) (NastyNote_2.ImagePointY(1) - (NastyNote_1.ImagePointY(1)-NastyNote_1.Y). Again, this works. Nice!

    Then I used the pin behavior to first determine the distance where piece 1 should be pinned to piece 2 by using: distance(NastyNote_1.ImagePointX(1),NastyNote_1.ImagePointY(1),NastyNote_2.ImagePointX(1),NastyNote_2.ImagePointY(1)), and then I pinned the pieces to each other. This works great as well.

    Now, my issue is that when note piece 1 is pinned to note piece 2, only note piece 2 remains functional. What I want to achieve is to get all the pieces that are pinned together to the top of the layer when clicked, just like the individual pieces when you click them, and I want the thing to be draggable as a whole unit no matter where you click. Those are the two final issues with my puzzle. So essentially I would like the pinned pieces to follow up on the behavior of whatever piece is selected, or I want to make some type of new object from the pinned pieces if possible.

  • Just wanted to inform those who stumble upon this post, I did a temporary work-around to make something work anyway. I did this by doing the following:

    - First visually look at what seems about right distance and size-wise for the mirror image.

    - Cut a hole in the image where the mirror is

    - Made a copy of the player and called it Player_Mirror, and placed it with an extra background layer behind the hole to simulate looking in a mirror. Pretend it's like a window where you have to visually fool the player that they look in a mirror by having a double of your character following every move the character makes.

    ----------------------------------------------------

    - Globally made some settings just like you would for a player controller that tell the Player_Mirror that if Player = mirrored, Player_Mirror needs to be mirrored as well. If Player is flipped, Player_Mirror needs to be flipped as well etc.

    - Calculate the difference between the X and Y of the Player and the Player_Mirror object, and use that difference to set the following:

    -Whenever the player is moving to the mouse.X and mouse Y, set the animation of the Player_Mirror object to the same animation as the Player object.

    -Then, also let the Player_Mirror move to said point, but add or substract the calculated difference between the Player and Player_Mirror object to make sure the objects move exactly the same distance.

    ---------------------------------------------------

    - In local event sheet set the Player_Mirror object to the right position and size as you decided fits

    - Use the pin behavior to pin the Player_Mirror object to the Player Object so they have the same distance.

    -----------------------------------------------------

    - Last but not least, edit the animations where needed so they actually look mirrored.

  • Hi, currently trying to take on a big challenge, as I know this is not something that most developers want to even try in general ;p

    I'm trying to make a functioning mirror. I think I'm on the right path but I fail to i.e. successfully grasp the concept of Construct's included blend modes where Source and Destination are somewhat confusing.

    As you can see in the added pictures, I added a bathroom where a smaller mirror sprite of my player is supposed to be clipped in the mirror. I can do this by simply editing the sprite and letting it exist between two values, but I prefer to understand how to do it with masking as it may help a lot with future projects.

    So far I have a few layers which include the player mirror image, the background of mirror, and a black masked area where I want the player mirror image to appear (and disappear outside of it). How should I follow up on this now? I messed around for a good hour or two but I can't figure it out.

  • I fixed it by pinning the dialogue box to the text that's being printed on top of it. It's a bit of a workaround but hey, if it works.. :P

    Thanks!

  • Try disabling "Parallax in editor" checkbox in layer properties. And then simply set UI objects position correctly in the editor, they should stay there in the game.

    Thanks for your help so far!

    Mmm the problem seemed to be that I had the Z elevation on -1 for this specific object on the HUD layer. This somehow ignores makes it ignore the not-scrolling-in-the-editor. But even now, with the 0x0 parallax and the object staying in place in the editor, when testing the game and scrolling sideways the object (the dialogue box) refuses to stay locked in the viewport.

  • Thanks for the tip! Though now it scrolls along in the editor like crazy without having any fixed position on the screen nor in the game itself. Do I need to define the position and size of the object each time On Layout Start and tween all those properties when animating as well?

  • Hi all,

    For my game I use some HUD objects that use the anchor behavior so they neatly stay in place wherever my character goes. This is especially handy with layouts that scroll as no HUD piece is left behind.

    For my dialogue box though, I want to make it so it quickly pops up as text starts to run, to give a less static feeling. I tried doing so using tween behavior.

    Because my object is anchored, it pretty much ignores the tween behavior and setting anchor edges differently just makes the box weirdly distorted. It's almost as if I have to choose between anchoring an object in place or having freedom to animate it. Is there a workaround to mix it up and mash the two results together somehow?

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  • If you are referring to the source object then it will be from the origin image point by default in the centre so I don't see how that can be changed, if you are using that object then you can pin another sprite to the front of it and give that the line of sight.

    And to clarify this, I got my origin point at the bottom to avoid weird rotations.

  • Thanks, I will try it out with a single image point and otherwise perhaps with if/else statements for multiple image points. The thing is that visually the objects might differ by being i.e. somewhere on the floor or just above the player's head, and while visually coming near the object my character will never come within say a 150 pixels in coded range because of this difference. But I will try some stuff out by adding image points.

  • Hi all, question, I just added the line-of-sight behavior to my main character in a point-and-click adventure to check the distance between him and an object to pick-up. However, much like my previous method to check the distance (object.x, object.y compared to player.x, player.Y), both instances take the anchor point of my sprite as the go-to for the distance check. I actually want the bounding box of my sprite to be the reference point. Is this possible at all?

    Thank you in advance.

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Icecreamvamp

Member since 14 Apr, 2020

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