oosyrag's Forum Posts

  • Z-level is a pseudo 3d feature, allowing objects to appear closer or farther from the 'camera'.

    You may be looking for z-order or layers, to have them on the same plane, but appearing in front of or behind each other. There are system and common actions to all objects to work with z-order or layer.

  • On click, create sprite at Mouse.X, Mouse.Y.

    You can add a fade or timer behavior to the sprite object to have it automatically fade or destroy itself after a set time.

  • It's not a big deal in this situation, but as a general good practice don't let any event run every tick if it doesn't need to (event 5).

    Basically your objects don't need to change unless sprite.cows changes, and sprite cows will only change on user input.

    So in this case I'd probably make it a function that gets called as an action in events 9 and 10.

    Normally though, I would put the whole thing as a subevent of a trigger if I could, similar to what I did in my example.

  • If it's greyscale, you can loop through each snapshot pixel again to apply the conditional clamp. Use any of red/blue/green since they should always be the same in greyscale. Set snapshot pixel SnapshotRedAt(x, y)>50?100:0 for each color, or set an intermediate local variable to make it cleaner.

    Alternatively, you can simply use the blackwhite layer effect.

  • Make an account and give them the password.

    Or contact supporttks@construct.net with your request.

  • Sounds like you already know how to do it?

    Change the set value action in event 4 to:

    Set Value to AdvancedRandom.Classic2d(x1,y1)>0.5?1:0

  • 'Initial Frame' in object properties.

  • This information would go well in a small tutorial, otherwise it will probably be difficult to find in the forums in the future

  • Your issue isn't clear to me. What do you mean by clamp colors?

    Perlin noise is a gradient by nature, why are you drawing a gradient instead of the actual value at each coordinate??

  • Is there a particular reason you have to create and destroy your interface objects? Based on your requirements only, here's how I would do it.

    dropbox.com/s/wm6xq42irqgakks/buttonstates_example.c3p

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  • There will always be an arrow. Every time you click, the old one will be destroyed and a new one created in the correct direction.

  • Your scroll to object might be on a layer that has some parallax set. Try removing parallax from all your layers and see if that helps.

    Or you might just be using lerp very wrong.

  • On start of layout b, player move to suitable layer.

    Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

  • Usually there is an invisible helper sprite that handles collisions, which then has the visible sprite pinned to it. In the Demonaire example, this sprite is called "Player_Base", while the visible sprite is "Player_Mask". Note that Player_Base is much smaller than Player_Mask.

  • I can definitely say what you have is not recommended, because you're going to be spawning arrows every tick.

    If I were to do it, it would be...

    On clicked - destroy all arrows

    then in subevents

    If sprite cows <= 2, spawn rightarrow,

    Else, spawn leftarrow

    But that depends on what your end goal is. If you can clearly describe what you are trying to do in writing, you'll be able to narrow down what events are necessary as well.