gaboduarte's Recent Forum Activity

  • I'm getting a weird bug on my .CAP. Perhaps you guys know about this/know how to solve it.

    I started building it on .95 but the bug is still there if I open the .CAP on .96.

    Well, if I rotate a certain sprite using the handles in the Level Editor, the width/height values (and ratio) of the sprite changes upon releasing the mouse button. If I input the value on the sprite's attribute, it rotates ok.

    I opened the .CAP on 0.99.96 hoping the bug would be solved, but there it was.

    However, creating a new document, new sprite and then rotating it turned out fine.

    Anybody else experienced this??!

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  • Hey guys!

    Pixel, you're right about the "always" event. I've been using FORs inside functions for a while so I kinda forgot about it

    Silver:

    Glad you are mixing solutions to come up with what you want!

    As for the math, let me try to explain to you:

    distance() is a nice system expression the devs created to help us find the distance between objects without having to make a math mess on your event sheet.

    clamp() is another expression which gives limits to your output number - in this case, between 0 and 100.

    So the event is:

    If the distance between Player and Tree is below 200 pixels, run this:

    - Set the tree's opacity - with a limit between 0 and 100 - to the value of the distance.

    I've multiplied it with 0.7 to make the value more intense - if the tree's distance is 150 pixels, the tree will get 100 opacity clamped from 150), so you wouldn't see a thing.

    Do you get it? I don't know if I'm being very clear as I am also not a developer

    CHEERS!

  • OOooooh yeah!

  • Here's my take on this.

    I used PixelRebirth's CAP as a base, so I took his sprites!

    http://dl.dropbox.com/u/7324985/treesee2.cap

    Basically it tests for distances, then set the opacity of a tree to less-than-100 if the distance between those and the player are below X. Then, using the value of this distance, we can add a soft easing on the distance when the player moves.

    The tradeoffs for this example over what you were discussing are:

    +) Using the Y as reference for what's behind or in front of the player (Z ordering), you get more control of which tree to apply the effect.

    o) The whole tree disappears (or nearly disappears - you just tweak the lower value). I don't know if its positive or not, but personally I like this style.

    -) CPU intense: You may have to come up with better events if you use hundreds of trees on a level, the way I did it tests every tree in the level in every tick - not a nice idea.

  • That is a nice advice, I didn't know that!

    However, I'd like to to find a way to do it with construct!

  • Do you guys know how can I skip lines on a .INI file?

    I'm writing a level editor for my game, and I'd love to keep the INI more tidy!

  • Nice!

    Also, your avatar and signature are beautiful Lucid!!

  • Were the families bugs solved? I'm kinda scared of using them

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  • Ooooh here's a thing I'd love to see completed on the 1.0 version:

    In the timeline object, it would be nice to have a way of switching the lines' order up and down.

    Right now if you forget to add a line in the middle of your timeline... Too bad! You have to shift them manually, one by one!

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gaboduarte

Member since 22 Feb, 2009

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