oosyrag's Forum Posts

  • Additive should work fine. But you can use any blend mode really, it would just be using different design/colors for the base image/animation. Additive is generally the most intuitive to blend over a background though

  • The quickest most effective way would be to use an animated sprite with a blend mode.

    You'll have much more to work with using effects and filters in a true image editing program like blender or Photoshop/gimp. The built in effects will only get you so far.

    It is especially recommended to just make an animated sprite if it's a one off or repeated scene that doesn't change or need to be generated flexibly on the fly.

  • To automate it, you would use tokenat on the source text. Repeat source text token count times, and create and position each word (add the comma back when appropriate) based on loopindex or the number of characters in the previous word. Sprite fonts would be easier to handle in regards to positioning.

  • First thing that comes to mind would be to use separate instances of the text object for each word, instead of one text object with all the words. That should should make it simple.

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  • Put your strings into an array.

    Set a variable to a random number - floor(random(array.width)). Use this number to read the string in the array at that index array.at(variable), then array - delete that index.

    You can do the same thing with a permutation table - each number in sequence will be randomized, and refer to an index in the array where you have your string.

  • The black copy is the drawing canvas copy, and the pink copy is the tilemap. You can get rid of or hide the first two as you wish.

    The game is doing nothing after the initial load as far as transferring the image to the drawing canvas and tilemap is concerned.

    High cpu usage is probably from the collision checks - each pixel is a tile. You can lower the overhead by lowering the resolution of tiles. This will also speed up the initial draw.

  • Multiplayer projects are hard to diagnose. Try to remove an aspect one at a time until you see what specifically is causing the problem.

  • You can run any JavaScript directly as an action in the event sheet, and you can make a post or get a url using the Ajax object.

    You'll need to see the AngularJS API to see how to interface with it. You'll probably find more information on AngularJS forums than here.

  • Do you have any other behaviors besides physics on your objects?

  • Check your fullscreen scaling settings.

    construct.net/en/tutorials/supporting-multiple-screen-17

  • Did you change the collision box of your rock to actually follow the shape?

    By default collision boxes are the same as bounding boxes.

  • Tween might work. Will give it a go later.

  • dropbox.com/s/3lp90ilj38s9nio/pixeltransfer_example.c3p

    I'm not sure what's going on with that first row of pixels. Might be worth a bug report.

  • It is possible, but a bit roundabout.

    Paste the image into a drawing canvas object. Save the snapshot. Then you'll have access to pixel data at x/y. Loop through coordinates at your desired resolution, and set an overlapping collision tilemap's tiles accordingly by comparing the pixel data at each location if black/white. It only needs to be done once at start of layout, so it should probably be fine to use a high resolution, or go pixel by pixel even.