Jase00's Recent Forum Activity

  • I'm pretty certain there is an Example file in Construct 2 showing how to do exactly this!

    Open up Construct 2, File>New

    You get a list of templates, type "Light" into the searchbox to find it faster, and then select it.

  • Hey,

    There is an awesome little piece of software I believe somebody created on this forum called something similar to "GiveYourFontsMono", you can use that to generate a Spritefont for you. Using the options within the software, you can leave space around the edges of the SpriteFont, and then you could draw an outline around them (so white font, black outline). Some software does this for you

    The other way, you could program it in which gets a bit fiddly to explain. You would have a Sprite called "Digit", in which each frame is the image for the number (Frame 0 = 0, Frame 1 = 1, all the way to 9), and you could slap the Bullet and Fade behaviour onto it so it moves and fades away, then you just gotta do a slightly complicated few events in order to position the numbers correctly according to the damage (This is really finicky to do, I totally recommend Spritefont).

  • Kept an eye on this overnight. Just noticed the Gravatars are back! Pretty sweet! Looks awesome and has a handful of awesome functions, I'll probably feel more inclined to post more often now

  • There's flappymmo out there lol

  • This is awesome! I can't wait to implement this into my game! I have been designing my game to support such a thing from the beginning, and the day has almost finally come :D

    Here's a video of my game that I will be putting this in to if anyone is interested!:

    youtube.com/watch

    As God once said, "Hopefully, this will have been worth the wait!".

  • Hi!

    tl;dr I really want to write a "Crop" shader, any pointers? :P

    So I have literally no experience with writing GLSL shaders, or ANY shaders for that matter. I'm trying to create a (seemingly) simple "Crop" shader. I've been looking through the documentation and files that Scirra provides, but I can't seem to wrap my mind around it!

    I then found my ol' files from MMF2 which had a similar "Crop" shader (Not owned by me, part of the "Complex-softwares" pack I downloaded yearrrrs ago) that I decided to edit and tinker with to figure out how to port the shader into the GLSL language.

    Since I'm not entirely understanding what I am doing (I get a few things but barely anything), I have ended up trying many different combinations of words and replacing things here and there, and I simply can't get it to work. I have failed to get any sort of effect EXCEPT making my sprite's alpha channel get affected. I guess that's something!

    So the way this particular crop works, is that you get several parameters to edit (Left, Right, Top, Bottom, Alpha). You would specify the amount of pixels to modify from each parameter, and then the alpha would transform those pixels to the alpha specified.

    So say you have this sprite:

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Croppy/1.png" border="0" />

    And you then set "Bottom" to something like 10, and Alpha to 0, it should give this result:

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Croppy/2.png" border="0" />

    I will attach what I've attempted, I'm pretty eager to learn about how to actually solve this and how it works. If it's also much to ask for, I'd LOVE to be able to retain the angle if the sprite is rotated; so following the previous example with Bottom and Alpha, the crop would appear like this when the sprite is rotated:

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Croppy/4.png" border="0" />

    IN AN IDEA WORLD: If I was a pro shader writer, I wouldn't make this exact shader for Crop, I would instead, have only 2 parameters, "Amount" and "Angle", in which you specify an angle in which the crop will come from, and "Amount" would be how many pixels it crops off (That way, You could specify 45degree angles whilst the sprite's angle is 0.)

    Here's my failed attempt (along with the shader I'm trying to port):

    dl.dropboxusercontent.com/u/7765312/C2/Croppy/crop.zip

    Thanks!

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  • This has got to be one of the greatest games to ever surface on the internet!

  • vtrix

    Ohh, I didn't explain things properly; I'm using both the plugin + behaviour as required, and have implemented it into my game and it works perfectly, I need a way to detect if a nickname exists or not to prevent some unneccecary actions being fired/put up an error message or something :P

    rexrainbow

    Thank you so much, works perfectly! You are a legend!!

  • vtrix , Ohh I'm using the plugin :P But thank you!

    My scenario involves having an item spawn from an Array, e.g. "hat" or "pistol", and I can use the Nickname plugin to spawn the item correctly (and if the array is blank, I do a "[Negate]Is Array (0,0,0) = "" " like you've sorta mentioned :P), but if for whatever reason an items' nickname doesn't actually exist, it glitches things up pretty bad as the following conditions that would affect the newly spawned item (setting the spawned objects properties), would go to ALL objects that exist within the family of the item I attempted to spawn.

    The reason this isn't TOO big of a problem, is because I don't really think there'll be much chance of the Array having an non-existant item within it, but if there does come some form of case (E.G, custom-made items in-game that a user can specify their own nickname for), then there would be a need for some form of "Does nickname exist?" action.

  • If I were to make the most tiniest of tiny suggestions (it's really not insanely important but would be nice), is if there were an "Does Nickname exist?" event. I'd use it if it were there :P Again though, awesome plugin! Thank you!

  • I've had this plugin/behaviour sitting in my C2 directory and never thought to actually try and use it, but I've given it a shot, and by god it's EXTREMELY useful! Thank you for making this beast of a plugin!

  • Ashley I've seen this get asked a lot, it doesn't really affect me so much personally but I think I'm aware as to why it's popping up a lot:

    If an object is twice as wide and half as tall, what's its scale?

    If you have an Sprite that has an imagewidth and imageheight of [32,32], and you then use "Set Size" or "Set Height/Width" actions so that the sprite is now "64,16", then that would mean the scale is still at 1.

    So continuing from the example, you're 32x32 sprite is now 64,16 via "Set Size", if you were to set Scale to 2, I think people would expect the size to go to "128,32", rather than the Scale action reading from the image data and setting its dimensions to "64,64" (which it currently would do).

    This leads me to believe the way that "Set Scale" is implemented is simply doing a formula, reading from the ImageWidth/ImageHeight (and NOT the sprite.width/sprite.height), therefore "Set Scale" is more of a quick formula action, rather than a built-in variable that is storing the Scale value. If this is correct, then I think that's why people are confused at the lack of retrieving a Scale value, because you simply didn't design it that way :P

    Again, workaround is easy but yes. Hope I was of use!

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Jase00

Member since 5 Jan, 2012

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