christina's Forum Posts

  • Yes!

    As usual, just posting on the forum made me find a way!

    Here's how simple it was:

    https://dl.dropboxusercontent.com/u/28087823/bubble%20bobble%20water/bub_water2.capx

    1. while space pressed

    -> if there's less than 15 tiles of water,

    • > pick topmost watertile and add a watertile

    --> below it (if there's no obstacle there)

    --> to the right of it (if there's an obstacle there)

    2. if there's 15 or more tiles of water

    -> add a new tile of water like before, but also:

    -> select all tiles of water

    • > now select the bottom-most tile of water and delete it

    __

    Of course this only works for one stream of water. A second stream would interfere with the topmost/bottommost Z order.

    Hmm

  • Trying to make water like Bubble Bobble

    https://www.youtube.com/watch?feature=player_detailpage&v=tNe9UJyrDEM&list=PL5VS1wmJcr19OiTPh59uN9PkAE8eUq_e-#t=129

    My attempt to replicate it using a Rope behavior didn't go well (CAPX)

    https://dl.dropboxusercontent.com/u/28087823/bubble%20bobble%20water/bubble_bobble_water.capx

    Can anyone point me in the right direction? Is it an array?

  • Sorry people! The threshold effect is essentially the same as the alpha threshold effect, I just like its look a lot more.

    I have no idea where I found it, if anyone does, please let me know.

    Here's my copy of it: threshold effect

  • Tx people. I hope someone finds this useful

  • Hey everyone!

    I made a lava engine using metaballs. I think it's pretty effective.

    <img src="https://dl.dropboxusercontent.com/u/28087823/lava%20flow/lava%20example.png" border="0">

    I also needed a filter that would stretch the top of the screen, to reinforce the sense of the lava stretching and flowing. So I messed around in the Stretch effect, eliminated the X axis stretching and gave the Y axis stretching a parameter so you can control its Y position.

    Here's the online demo for the lava engine. Just left click and hold, to pour lava anywhere. Right mouse button erases ground tiles.

    Here is the effect

    Here is the CAPX (requires effect above)

    And here is a livedemo and the CAPX of just the effect itself. All it does is create a fixed size linear displacement.

  • You guys, I just used:

    For "" from 10 to 1

    -> Text: append Loopindex

    and it totally works.

  • the problem persists if I completely fill an array with -1 and try to retrieve the -1 value by using set tile x,y

    to tile array.At(array.CurX,array.CurY)

    The array of course is working properly. The SetTile isn't. It returns that weird big number. It's worth a look

  • Ashley gillenew

    Ditto. It makes no sense

    here's my CAPX

    Fixed the CAPX to work: as Ashley suggested, adding an "erase tile if array value is -1" action works like a charm. Still, I'd love to see this fixed.

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  • you're absolutely right, apologies.

    The capx link above should work now.

    And yes, I think the drag and drop behavior is working as expected. It is just not useful for what I need it :)

  • I had fun!

    Tell aquilicoco I loved the art!

    And expertly coded, thank you so much for the CAPX!

  • While dragging a sprite with the drag and drop behavior, if I try to scroll the layout (with the WASD keys for example), the sprite doesn't update its position.

    Is this a bug report?

    The sprite *does* update its position when you move your mouse even a tiny bit, so it looks like the Drag and Drop behavior is only working for absolute mouse.X, is that right?

    CAPX

  • By the Gods, keepee

    You completely solved this for me <3

    And thank you for the math as well, this will make my code so much more readable.

    <3

  • It seems that with every layoutScale change, Construct assigns a different X,Y to what was formerly X=0 , Y = 0

    So there's an offset, but I can't connect the numbers.

    These are the experimental data I got from zooming out, and keeping the mouse cursor in the same X = 0

    layoutscale 1.0 viewport 320   offset =   0

    layoutscale 0.9 viewport 355.5 offset = -19.75

    layoutscale 0,8 viewport 400   offset = -50

    layoutscale 0.5 viewport 640   offset = -320

    layoutscale 0.4 viewport 800   offset = -600

    layoutscale 0.2 viewport 1600 offset = -3200

    And that's probably on top of scaling each tile.

    tulamide any thoughts?

  • Hi all: I'm making a simple level editor.

    While left mouse clicked = place tile

    Mouse wheel to zoom in/out

    The problem is, when I zoom in/out, the windows mouse cursor gets offset, and I don't understand how LayoutScale works.

    For example,

    at 100% layoutscale, I get ViewportRight =300 and layoutWidth = 300

    at 50% layoutscale I get viewportRight = 451 and (as expected) layoutWidth = 300

    Why 451px?

    tulamide seems to have solved it once before here in

    's code:

    scirra.com/forum/zoom-problem-cap-added_topic42021_page2.html

    but the .cap isn't there so I can't check.

    Here's my CAPX, I'm sure I'm missing something simple..

    CAPX

  • Works fine for me, moxBorealis :/

    I don't use any 3rd party plugins