brent_hamel's Forum Posts

  • If I could understand the meaning behind the syntax and the specifics of what the syntax is referring to then I could understand what I'm doing lol, but yeah, I realize it must not be that hard a problem to solve. What I'm trying to do seems pretty straight forward, I'm just not sure what commands/syntax to use to get construct to do it. I friggin love construct by the way lol. I'm in University going for a BA in Digital Media and they're trying to find an alternative to Flash to use for teaching basic game production and interactive motion media. I think I may have one of the instructors sold on Construct 2 once it gets proper functionality lol

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  • yeah, lerp and timedelta just wooshed right over my head haha

    edit: I really appreciate all the help so far though lol, at the very least you guys are getting me to think through the problem a bit, my shortcomings are definitely in programming calculations as I've never been a coder (I couldn't even learn VB :$)

  • ok, the specific numbers I'm dealing with are...

    Day = rgb(255,255,255) - white

    *if it rains (which is a random chance) day then fades quickly to

    Overcast = rgb(127,127,127) - mid/dark gray

    either Day or Overcast then needs to fade to

    Night = rgb(45,57,60)

    so I need a function that can recalculate itself based on whether or not the rain is active, so I need two events, one that goes from Day to Night over a set amount of time (which I need to be able to change easily to fine tune the feel of the change), and one that goes from Day to Overcast to Night over a set amount of time.

    I guess what I really need to know is how to get construct to do the math from rgb(a,b,c) to rgb(x,y,z) over t milliseconds

    and have a become x, b become y, and c become z all at the same time regardless of the distance between each pair

  • I'm using the filters because it allows me more control over the colors as well as it seems to appear to maintain more of the detail in the tiles than an overlay does, might just be my eyes playing tricks on me, it just seems that way.

  • what about if its not a straight fade with gray, right now I'm using slightly tinted filters, over cast is a straight gray and night is a blue gray, and is there anyway to set it up using timedelta maybe? I know ABOUT timedelta, but I really have no idea how to use it

  • First off, I'd like to apologize if I'm just plain missing this somewhere else on the forum, but I've been looking for an hour and have had no luck.

    I've got a very basic day/night cycle in a project of mine, as well as a random chance of "rain" at the start of each day. I'm portraying the changes in time by using the "set color filter" on all of my tiles, but here's the thing, I want to be able to tell construct to fade between the filters...how do I do this?

    I want to be able to pick a point in my day/night cycle, and have construct change the color filter gradually over time so that it hits the final filter setting at the time in the cycle that I want it to.

    Thank you in advance...

  • VengeEdit worked really well. It's definitely the idea I'm going for, I'm just still confused as to how to implement it all in Construct. I don't know if it's just me, but it seems really unintuitive with how Construct handles arrays. I don't really understand why the array object doesn't come with a spreadsheet style popup that let's you enter values into the field. Also, how should I handle scrolling, I would assume to simply have the layout load more of the array than is visible at any given time, but again, I'm not sure how to make construct do all of this...

  • Wow, thanks for all the info, definitely some intense reading for me to wrap my head around, but I really need to learn it. I'm creating a game demo for one of my university classes using construct and its just going to be way too ridiculous to hand place every induvidual tile in each map in each layout :S

    I'm going for the epically underused Zelda II: The Adventure of Link model of an overworld map and turns into a side-scrolling platformer at specific locations. So arrays are going to be a must. But if anyone can spare the time, commented caps are DEFINITELY the best way for me to learn. The theory is wonderful, but seeing it in action really helps me to learn it, so if anyone can find the time, it would be intensely appreciated.

    EDIT: VengeEdit looks crazy cool, definitely the idea I'm going for

    EDIT: question, would it be better to make each different terrain type its own sprite, or would it be better to have each type be a different frame all contained in a single object? I'd think the single object would be easier on the cpu...?

  • Ok, so here's the thing... I've been looking all over the forums trying to find info on using arrays. I've found a few threads on them, but nothing that tells me how to use them in construct. I apologize if I'm simply missing them, but I'd really appreciate an example .cap that shows me how to...

    a. call numbers from an array in a txt file (or ini, though I'm not sure how to make one)

    b. use a called number to tell a sprite what frame of animation I want it to display

    c. how to change what part of the array a given sprite might be accessing (so I can have only enough tiles to fill the display, yet have a much bigger map in the array)

    If someone (or someones, plural ) could help me to learn this, I'd greatly appreciate it. My goal is to use all of this to create an efficient graphics engine for the game I'm working on, and perhaps even create a level editor that creates the txt or ini files the engine calls from) Thanks in advance.

  • Thanks for the reply, unfortunately I get a Runtime Error when I try to run the app, but I'll definitely have a look at its inner workings

  • That effect is darn near perfect! Thanks for the timely response. Now all I need to do is replace that lame player splash and I think the water engine for my game will be ready. Here's what I have so far (including the effect you just shared with me)

    http://dl.dropbox.com/u/4075855/Brent%2 ... e%20v2.cap

  • Ok, so everyone has an oblivious question at least once in their life, where the answer is so obvious that it slaps them in the face when they find it. So here's one of my MANY oblivious questions...

    In the Official Construct Showreel, there's this little yellow guy with a cannon shooting goo everywhere...how in the heck did they do that, is it a certain kind of object or a specific plugin? I'm not concerned with the guy and the cannon, just the goo itself. I'm trying like mad to create believable, as-close-to-realistic-water for my HD side-scroller and I'm wondering if this is something I can use for splashes when the character jumps in and out of the water. Any ideas?

  • Everything looks really good in this effect, here's a challenge though (I'm trying but failing lol) any way to modify this effect to have it appear is though raindrop are hitting the camera (or a window pane) and running down, and for that matter, if it can be done with "water" is there a reasonable way to tint it and replace it with other fluid (ie blood, acid)

  • Let's say I'm making a side-scroller (which I am), and let's also say that I have a bridge going over a small river (which I do), is there any way in Construct to have reatime volume and panning effects based on the characters position to an object, ie, the sound of running water becomes quieter the further away from it I am, and it moves from left speaker to right speaker or vice versa as I travel over it? Sound is such a huge part of the gaming experience for me, and I'm finding it kinda tricky to get some astmosphere happening in my game without it lol (though I could very well be missing all of these answers and they're sitting right in front of me)

  • I told him to try Boot Camp and see if it works. Thanks for the help guys.