matriax's Forum Posts

  • Here the last thing: Added more colors and some decoration to the stage with a face-cube to test

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    Also you can check in the

    of the projects other on i added level rotation or mini-planets with his own gravity

  • Monday had a dream about playing a game, so when i wake up i made the design i remember on my notebook and started to develop and tweet each step/progress.

    Here the notebook design i did:

    The first tweet starts with this:

    [quote:2nk5k1ph]Today i had a dream about developing a game XD . Not was a big deal, some mini game with physics, minimalistic-retro an all this stuff...

    Here is the link of the first tweet on you can read all the progress until the last gameplay:

    https://twitter.com/DavitMasia/status/7 ... 1144188928

    Part 2: https://twitter.com/DavitMasia/status/7 ... 7900557312

    Part 3: https://twitter.com/DavitMasia/status/7 ... 4636255234

    ---

    Here a Youtube playlist with all the progress videos in HD:

    And here a gif of the actual gameplay (1 NOV24 sep 2016)

    Hope you like it! <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Yes i know. and if i have 40 or more sounds... i need something flexible, someway to add to a selected group of sounds X effects. But keep also a individual tag for each one.

    The ability to use various tags on sounds will be perfect, some kind of "Family sounds" like we have for objects.

    Ashley Is there actually an option to do that? Or anyway to manage like that?

  • So the "playback rate" only can be applied to all sounds using the same tag? :S .

    I guess there will have some trick or event we are missing.

    Apply X effect to all sounds or use various tags for the same sounds will work for me.

    So i can have all sounds with Sound(ID) + Music or Sound(ID) + SFX tags. So i can use the id to identify individually, or SFX / MUSIC if i want to apply to a specify group of them, this will be a lot of useful for organize and use.

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  • I can do it for one with a tag, or if i put the same tag for all the sounds that not is convenient to identify which is each one.

    I tried a "for each" but the sound plugin not appear to do an event that affect to all the sounds.

    SO is there anyway to in the Tag parameter set something that tells the Construct2 that i want that effect to all sounds? Or another options, Can an audio have multiple tags? How?

  • Ahhh! Worked perfect Gigatron THANKS! !

    Now i'm going to try the parallax effect to see if i cant get the effect desired. If not i will try again the X.pos and Y.pos with the shader fixed.

  • I solved a thing, one of the problems was in the .xml

    <extend-box-horizontal>1</extend-box-horizontal>
    <extend-box-vertical>1</extend-box-vertical>[/code:3ao4s55r]
    
    With that at start of layout appears wrong, but when you resize the window the center of the radial starfield goes to the center of the window, i don't know why but works. (using letterbox scale on"Fullscreen in Browser")
    
    The problem is that if i move the shader not matter, the startfield is processed at the center of the window not the sprite that have the shader...
  • I'm fighting again with a shader XD, in this case i want to modify the radial starfield, this one:

    The first wrong thing is that with an empty template i put a sprite, add the shader and the radial appears in the bottom left instead instead the center ¿? .

    In the demo of the shader is in the middle so i don't know if with the C2 updates something changed in coordinates but i tried various config on C2 and i was unable to get in the center .

    So, i opened the .fx and tried to change various things but only was able to change the Y position, never the X ¿?

    I tried to do that here:

    vec2 vScreenPos = vScreenUV * 2.0 - 1.0;
    vScreenPos.x *= resolution.x / resolution.y;[/code:3gompju2]
    
    And after various hours changing values in all the entire shader nothing, i was able to change everything less that XD.
    
    For my game i want get some kind of parallax/follows the mouse or the hero, so i will need the center of the radial always be in the center of the sprite, then with events i can move it to do some kind of parallax depending of the mouse/hero position.
    
    I guess a X.pos/Y.pos parameter will be the ideal, but with simply get the radial always in the center of the sprite will be enough for me, i can edit after to get what i want.
    
    @Gigatron Any idea what is wrong ? :S
    
    Thanks in advance!
  • The snapshot simply do a capture of an area, not saves the alpha , i already tried.

    About the pasters i think is the same problem if i understood you well. All sprites have their efects and blend types. To do that i have to save for each one what blend have and set normal to do the paster correctly and set after the blend mode saved. And well set all the pasters and all correctly with my skills... also will be a big change that how i have set all so before thinking to do something like that i want to test all other ideas.

    I think the best thing actually as i said is use only effects. For example the additive blend mode is equal(or very simialr) to the "screen" effect. Maybe if i can know what is the code/script of the blend modes built-in i can replicate them or look how do something similar i don't know.

    Because, without canvas/paster, there is no other way or plugin/behaviour to do the same right? At least i not found nothing.

    Well, thanks for took your time for reply!, i will investigate and try add various effects to see how works all.

  • But if i create various sprites, each one with their effects and blend modes, that not works because only will apply one blend or type of effect to the entire paste composition, or i'm missing something? Also an object always have effects added but are disabled until the user will active one or other.

    Other way can be find the code of each blend mode and create their effect, so only effects will be used. I tried to look in the folders but i can't find where they saved, the other are in the "effects" folders but the blend modes built-in i not saw anything.

  • chrisbrobs Is to be sure the event will run at the last of the tick, to be sure all sprites are pastes, but seems there is no need.

    R0J0hound I found the problem. If the sprite have an effect, like "Tint" the Paster plugin export without blend. If i remove the effect tint all the blend works as you said.

    Edit: The effect tint is added to the Sprite Family.

  • Hi R0J0hound ! thanks for the fast reply!

    Here is the event i'm using, is the same on canvas.

    With canvas plugin some ones worked but with paster none works using the same event.

    Here is the program i'm doing, a 2d tool:

    https://dl.dropboxusercontent.com/u/659 ... _p102.capx

    The events is bookmarked, you can find in the "Global" event sheet, the last event, in group Paster inside the Options.

  • Thanks chrisbrobs , this paster works with effects... but not with blends(Additive,XOr,Source Atop..) like the Canvas plugin, that some ones export correctly and other not but at least the additive and the importants work.

    So R0J0hound the "blend mode" on sprites are not supported with paster?

    Edit: I'm using NW.Js

    And in paster the "set resolution" works correctly so now i guess i will can asjust to the window size. In canvas the "resize canvas" option, stretch all the draw when export .

  • I have a canvas(plugin by rojohound) that export the content in a .png file with alpha.

    If this object have any blend applied also export the result correctly.

    But if the object have any other effect like the "tint" one to get things colored, in the export appear the sprite without the effect.

    What's wrong? Or the effects applied on a sprite are not supported in canvas?

    Edit: Well the blend effects like Destination TOp and other ones not works correclty either

  • nimos100 Worked! THANKS!