Sumyjkl's Forum Posts

  • Sumyjkl

    Great work... but kind of useless

    Well actually, I would say that it is more useful than it is great work. It is a feature not something I have invented. There are serious applications for it, but they are indeed very limited.

  • Note: It's uploaded on the arcade also.

    So today I got an idea when messing around with the shadow casters and shadow lights. The shadows created are actually three dimensional (height parameter) and so you can 'project' a shadow as a building for example. Now sure how this could be used other than in a building though, as that is one of the very few things that don't have overhangs, and curves. But nonetheless it's possible, so yeah. Here's how to do it.

    [attachment=0:3g4x9rbi][/attachment:3g4x9rbi]

    You'll need to click the image to see the whole thing, it gets cropped on the forum.

    [attachment=1:3g4x9rbi][/attachment:3g4x9rbi]

    The makeup of my capx is the following:

     ・A layer with the shadow light and casters on it (lights above casters)

       ・In this layer, the light has the set color effect, so it isn't just black, but can be actually changed.

          ・The height of the light in my case is 300 and buildings range from 20 to 100, but with higher values of this and the casters' height I think can reduce the fish-eye effect.

    Under this I have a generic one color background. Simple as that really.

    The following is then a list of limitations:

    ・Is only top-down

    ・All 3d objects are the same color and have no shaders or anything of the sort really

    ・Anything with graphics of any kind cannot work because of the above

    ・AI line of sight wouldn't really work

    ・Basically anything else you can think of.

    However, there's one last cool thing, you can actually decrease the angle by moving the light at an angle from the scroll coordinates, meaning it's less topdown and more thirdperson.

  • Make it global. It's in the properties tab on the object. You'll need to set it invisible if you at some stage don't want it though.

  • For some reason it was to do with the "set angle of motion" action. I used "set angle" (in the angle subsection of the object) and it worked perfectly.

    [attachment=0:5n94es8c][/attachment:5n94es8c]

  • Não consigo Publicar um game na Scirra Arcade.

    [ "I can't post a game in the Scirra Arcade" ]

    English: Have you exported with the "Scirra Arcade" mode? Check the requirements on the upload page. I don't really know what kind of problem you are having.

    Portuguese: Você já exportado com o modo "Scirra Arcade"? Verifique os requisitos na página de upload. Eu realmente não sei que tipo de problema que você está tendo.

  • if x or y < certain position

    Move 1 pixels at angle 90

    Just have it in the condition, then when it is past that point the condition will bu unfulfilled and thus it will stop moving.

  • Thanks for the info. I was wondering what was going on...

  • You would most likely use it the other way, like critchance > random(100)

    So in this case you would compare your system variable with > value of random(100).

  • Not a whole lot of information to go on here, but maybe this will help you more generally: https://www.scirra.com/tutorials/search?q=pause%20menu

  • When you press A, have something like this:

    if random(100) < critical chance >>> Do critical animation

    else >>> do normal animation

    Basically is calculates a random number random(100) and if that number is inside your critical chance then it is a critical hit.

  • Thanks so much! I'm not entirely sure how, but it works, and it's awesome.

  • Hi there. So I was wondering about this for a while, how do I set the angle of an object to it's angle of motion?

    I have the feeling that it would be:

    tan(a) = y/x

    ∴ tan(velY/velX)^(-1) = a

    But that doesn't seem to work very well at all, possibly due to being negative or positive, I'm not sure. There's also the x ≠ 0 problem. I would think then that it would be tan(abs(velY)/(abs(velX) + 0.0001)) = a or something but I'm hesitant to try that one out.

    I'd rather not learn how to deal with vector, but if it comes to that, oh well.

  • You can just make an instance variable and subtract dt from it, and when it's <=1 reset to random(n) + x where x is the base time, and random(n) is the variability.

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  • Hi, so I have a huge problem, and I can't seem to figure it out.

    I have several layers for different things, like one for objects, one for walls, one for lighting etc.

    The problem I have is that I want the lighting (or the black part which overlays the other layers) to only affect a certain layer.

    Basically this:

    [attachment=0:1pj5rpah][/attachment:1pj5rpah]

    Note how the darkness from the lighting does not affect the background (white in this case).

    I've been messing around with so many different combinations of blend modes it's ridiculous.

  • The for each seems to work, not sure why since it only seems to be instance problems when it does the same thing to everything.

    [attachment=0:1wel0gaw][/attachment:1wel0gaw]