ManoD's Recent Forum Activity

  • ManoD I'm not sure what you mean but to fade out a tint you could gradually add the other colors back until they are all 100 like so:

    IT'S PERFECT!! man, thank you so much!!

  • > yep, this is how i made the event:

    >

    > player on collision with EnemyProjectile >>>

    >

    > Set effect "SetColor" parameter 0 to 20

    > Set effect "SetColor" parameter 1 to 255

    > Set effect "SetColor" parameter 2 to 20

    > player Enable effect "SetColor"

    > Wait 0.1 seconds

    > player Disable effect "SetColor"

    Are you using Construct 2? Because I thought you were talking about the set color action in Construct 3, which applies a tint.

    yep, sorry I forgot to say that, well actually I tried the tint effect and it's exactly what I'm looking for but I wanted to make something like a fade while the effect is finishing, is it possible?

  • Set color should apply a tint to the sprite, not a block color. It might be possible that you are not using the correct system expression for rgb.

    If you make a new temporary project and then import the sprite and change the color does the problem still persist?

    yep, this is how i made the event:

    player on collision with EnemyProjectile >>>

    Set effect "SetColor" parameter 0 to 20

    Set effect "SetColor" parameter 1 to 255

    Set effect "SetColor" parameter 2 to 20

    player Enable effect "SetColor"

    Wait 0.1 seconds

    player Disable effect "SetColor"

  • You can try with effect Adjust HSL.

    it doesn't work well, the clothes are in a different color than the hat and the face is always white :/

  • hello guys, I want to make when player is under an effect (poison, burn, cold etc) it changes its colour, but SetColour is 100% opaque and make the effect gets bad,

    I can't just make another sprites because my player has a lot of animations.

    Any help will be appreciated.

    the effect is currently like this.

    youtu.be/7ckrIFqyKms

  • hello guys, I want to make when player is under an effect (poison, burn, cold etc) it changes its colour, but SetColour is 100% opaque and make the effect gets bad,

    I can't just make another sprites because my player has a lot of animations.

    Any help will be appreciated.

  • They should all be sprites and you can put them in one family

    but how exactly do I make that comparison? I mean, I need the objects update Z Order all the time while the objects moving around.

  • Hi guys, well, what I mean is, I'm trying to make a game beat em up like and I need when I'm below the enemies/objects I'm become higher in Z order and lower Z order when I'm above them, I know that I can Compare Y but I need to pick literaly evething on this event (enemies, items, walls, objects like tables etc) and some objects can't be placed in same families with other objects, has a another way to do that? thanks in advance.

    sorry any grammatical problem :P

  • If it relies on some part of the loop just compare the loopindex.

    If it doesn't just add a sub event after the loop.

    well, this is the event: (the same of the title but a bit changed)

    I'm using this to walk in tiles (I'm using Contruct2) I need that when the loop ends, 'Moving' sets to false. I tried to use a sub event but doesn't work (the boolean sets false before the loop ends) if compare the loopindex is the right way to do, how do I do this?

    (sorry if something sounds strange, i'm using a translator)

  • Hi guys, I have an event that repeats 10 times and I wanted to call a function at the end

    any help will be appreciated

  • I think I can continue my project now, thanks a lot to you guys for taking your time to help me

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  • You can right click an event to change it to an 'or' block.

    If animation a finished

    Or

    If animation b finished

    Or

    If animation c finished

    Do x

    (sorry, I forgot to mention that I'm trying to make a combo for the player)

    hmm I think this is a good alternative (how did I not think of that?) well, I found a way to make an event that fits more into what I was looking for,I put a variable in the player to help:

    on "attack"&var finished

    add 1 to var

    so the event is now working on all animations

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ManoD

Member since 12 Jul, 2020

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