Chris Newton Dev's Recent Forum Activity

  • Thank you everyone! It works well now :) I don't remember which issue ended up being the culprit but these solutions worked well for any who come across this post in the future!

    Here is a screenshot of the end result. Thanks again!

  • I can almost promise you all and myself that I have made a mistake somewhere and that's why I'm here but I can't seem to find that mistake or get source atop blend mode to work. What I'm trying to do is have a designated layer for shadows that appear only on the grass that the player runs on. The shadow layer will have a shadow sprite that I will be able to have duplicates of and move around on all the grass pieces and I will set the shadow layer to source atop to blend it only to the grass. This will allow me to have very modular level creation without as much art to create. I wanted to do this as a layer for the shadows because it will save resources vs having to do this for every shadow object set to source atop. I've tried force own texture for the layer but that doesn't help and I've tried placing the shadows above and below the desired layer as well as adjusting the z order. Nothing :/

    Anyone know what I'm doing wrong?

    Screenshot below!

    All that to say, does anyone have

  • You're a god send. Funny enough I had already almost found a way to do this using events lol Although, I wonder why this never popped up in my many many searches. Probably due to the way I searched for the solution. Anyways, Thanks again! :)

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  • The purpose of what I am trying to accomplish is to rid myself of the need to add an object for animations for each collider to any layout. This way I will lessen the possibility for mistakes and my workload in the long run. Plus, this method may come in handy for other things in the future - given some slight tweaks.

    Here's the situation. I have a sprite object for my colliders and a sprite object for my animations for my player and enemies respectively. For clarity, from here on I will refer to the sprite object named collider as "Collider" and the sprite object used for animations only as "Animation". Here's what I want Construct to do - my pseudo code if you will...

    On start of layout > search objects in a group called "Colliders" on layout > check if any of the colliders on layout do not have their respective Animation > if any missing, create the needed Animation at the position of the Collider that needs it

    After this, I will need a way to make sure each Animation follows it's Collider based a tag system.

    Here's what I've tried:

    I've tried using a string instance var as a tag to identify what belongs with what for Construct. I've also created separate groups for the Animations and Colliders. As of now I can count the sprites of each but that doesn't help me. I figure I need a do while loop and a for each loop to accomplish this but this has been a wall to me for days and I can't find anything on it anywhere. Anyone want to take a crack at it? I think it would be useful for a lot of people in the long run.

    Thanks in advance everyone!

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Chris Newton Dev

Member since 30 Sep, 2021

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