HoodUPdev's Recent Forum Activity

  • Is there an action to enable/disable the 'global' property of an object/instance?

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  • Then why does the layer effect exist?

    And also why doesn't it apply to newly created instances?

  • please read first

  • I want to make the color of a shape a gradient, which dynamically changes when the shape moves around the screen. (Just like the gradient chatroom theme on Facebook messenger.)

    I tried to achieve this by creating a layer with the gradient image, add the shape on another layer on top of that, set the effect of the shape to "Destination Out.", and enabling "Force Own Texture" on the upper layer. When I do this, it perfectly works as I want.

    The problem is, my game has a lot of objects and I should be able to turn the gradients on and off (because I'm making it as an additional theme), so it's really inefficient to manually adjust the effects for every object.

    (And also there was this weird bug where newly created instances from the same object appeared invisible, when the manually placed instances worked fine)

    Well, simple solution, just make the effect of the layer to "Destination Out", right?

    But when I did that, every object on that layer turned completely black.....any ideas?

  • Thanks! Enabling the 'static' option worked.

    But I don't really understand what that option is meant for though... I read through the documents and learned that it makes the local variables reset every tick, but why is that useful?

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  • drive.google.com/file/d/1SOSvZ6nPQea8HJjaOWF_XmZ7e7FrSweF/view

    If I put the global variable into a group and turn it into a local variable, everything breaks... Isn't it supposed to work??

  • Perfect. I learned a lot from you thank you very very much!!

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  • oops the first image is gone here it is

  • It works really well, thanks again!!

    I just want one tiny thing to make it even better though...

    I tested your project and everything was fine, but whenever the enemies were cramped up, the lasers attached to them looked a bit weird. Look at the image and you'll understand.

    What I want is this:

    I tried to fix it using the 'set Z elevation' on the laser object and setting it to 'enemy.Zindex', but sadly it didn't work...

    sorry for keep asking for help haha but you are too good at this!!

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HoodUPdev

Member since 5 Feb, 2021

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