brent_hamel's Forum Posts

  • In my platform level editor, I've got solid block placement working with a grid-moving cursor, but I can't move the cursor back over a solid block to remove it... not sure what to do... curse my n00bness...

  • solved... I are dumb

  • de...bug...er...?

  • So here's what I'm trying to do. I want to make a platform level editor, but the gimmick is that the player has to move their character around the screen to place each block. I set left click to spawn a solid block and then place it at the mouse's current coordinates. every block I place reduces the framerate and after about 6 or 7 blocks, the program has locked up and I have to close it from the task manager. Any ideas?

    PS. also of note, whenever I place a new solid, my player_obj teleports to just above where the new block is.

  • I am endlessly impressed by your knowledge of Construct and your willingness to share...your brains do smell yummy haha

  • no I completely missed the force own texture button lol

    and your second example is perfect...is it wrong that I want to eat your brains and gain your knowledge?

    edit: Construct knowledge specifically so really I'd only eat that part of your brain, you could keep the rest

    edit: Also, my layout is somewhat large, 2592x1440, and may get bigger in the future...any ideas that might not be so brutal on the vram?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • hmm, unless I'm missing something in your example, I did everything the same, but I wind up with this...

    <img src="http://dl.dropbox.com/u/4075855/fog%20of%20war%20glitch.png">

    the purple square is actually a monster from elsewhere on the map and the player doesn't show up at all...

    I created the tiled background for the fog, on its own layer, and then created the vision object on the same layer, above the fog, applied erase, and in the events...

    Always: "vision" set position to "player"

    um...help?

  • haha no, no I had not! Thanks for that

    although, that's only half of the effect I'm after.

    I'd like everything to be blacked out initially and as the player explores more of the map is revealed.

    The erase effect will be great for the circle of vision in the areas the player has already explored, but I want areas the player has never been to tobe totally black until they explore them, and then after being explored they're simply grayed out when the player is somewhere else (like starcraft, warcraft, etc)

    any ideas?

  • well as I'm sure everyone is sick of me asking so many damned questions...here's another!!

    I'm looking to try and achieve a fog of war effect, which I've done with induvidual tiles...the problem is that the circle of vision around the player looks like a ring of enormous pixels, as it's each tile that is visible, how can I, if it's even possible...instead do the fog per pixel, so that's it's a nice round, smooth circle of vision around my player, any ideas?

  • haha yeah...I've got WAY more than 64 shore tiles lol, this is the overhead world map for my game...

    but I'll definitely try what you said, I had tried a single object beyond the shore previously, but obviously couldn't get more than one to work, but that makes sense about autoplay using multiple channels

    I was hoping that there was a way to have each instance draw from the same source, but Xaudio2 just doesn't work that way I guess...

    Anyway, thanks so much for your help! Now I just need to get pixel perfect Fog of War...ugh

  • oh haha sorry, I misunderstood. Here's what I began with...

    Start of layout: - set listener to "player"

    - play channel 3

    - attach channel 3 to "shore"

    this attached the sound played in channel 3 to the first instance of the shore object...

    then I tried...

    Start of layout: - set listener to "player"

    - play channel 3

    For each object "shore": - attach channel 3 to "shore"

    for some reason all this did was to attach channel 3 to the second instance of the shore object (which I can't understand at all)

    I really appreciate the help by the way, this problem is just frustrating me to no end and keeping me from focusing on the other functions I need to finish up...

  • It plays the sound fine, and it gets louder the closer the player gets to it, so all of that is fine. The problem is that I need multiple instance of the same object to be able to this at the same time, whereas right now, only the first instance does.

    If I have 8 copies of the shore tile that are supposed to play the sound of waves, then right now only the first one does, where I need all of them too.

  • ok, this may be a no-brainer, but I've got the positioned sound working fine, but I can only seem to get 1 instance of the attached object to actually play the sound.

    I have a top down map with this beach see... and there's a shore, and all sorts of shore tiles, and I wanted the sound of waves to get louder as the player approaches the shore tiles, but so far, it only does it for one instance, is there a way to attach it to all of them? Or have them all play the same sound and I'll just compensate with the volumes?

    Is it just me or does Xaudio2 seem a bit counter-intuitive...

  • YAY!!!

  • thats perfect newt, thank you