Give me a Pixel's Recent Forum Activity

  • I want the darkness to cover the ground, player, enemies, etc. The light should be able to shine through the darkness and reveal the objects underneath. The player can also hold torches to provide light. I don't want to move the layer to the bottom.

  • My game programming I would like to keep private, but I can share a screenshot and information that you need.

    AllanR

    I always do reference layers by name rather than number. . . and I have almost 300 events!

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  • I'm afraid I cannot move the layers around or it will mess up my game. Any other suggestions?

  • Sorry for the double post but I don't know how the best way to put the light behind the ground is. The ground layer is behind the darkness layer.

  • AllanR

    Thank you it works! Now I just have to figure out how to get the light to be behind the ground.

    brunopalermo

    I have image points in the middle of the sun and moon. If you look at the picture you can see them in the image points bar on the left.

  • Thanks I will try it out. :)

  • Hello all,

    I have been creating a day/night cycle for my game and have run into one issue. First, let me explain how I did it.

    I have one instance called Day_Night. It is as big as the width of the viewport and square. One corner has the sun, the other has the moon and the image point is in the middle. It has the rotate behavior and is on a layer called Sun/Moon with parallax 0,0. Then is the Darkness object. It has the fade behavior and is programmed to fade in or out to match the sun/moon. It is also on layer 'Darkness,' which has 'force own texture' enabled and is parallax 100,100. This all works fine.

    The problem is that the darkness layer is higher than the Sun/Moon layer and covers up the sun and moon. I have light instances that work like the 'Simple lighting example' project on the start page. They are on layer 'Darkness' so they pierce the darkness. I cannot get them to stay at the sun and moon, because they are on different layers with different parallaxes. I have tried the 'Every tick set position' and the pin behavior. Keep in mind that the sun and moon are one object and that I cannot move the layers around due to how my game works.

    Any help with this will be appreciated.

    Thanks, Give me a Pixel

    Sun_Moon object:

  • I realized I can copy and paste as long as I am not on the Rectangle Select tool.

  • How can I file a bug report? I cannot fill out most of the guidelines and it will probably be closed.

  • So can you fix this? It is very annoying and happens any time I try to copy and paste.

  • Hello. I have experienced a crash in a stable construct release. I don't know where to post it because I cannot fill out all of the required information on Github. Please help!

    Here is the crash:

    Error report information

    Type: unhandled rejection

    Reason: Error: Failed to execute 'putImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'. TypeError: Failed to execute 'putImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'. at n.ǃVo$.ǃVgr (https://editor.construct.net/r164-2/projectResources.js:1:712679) at editor.construct.net/r164-2/projectResources.js:1:743029 at editor.construct.net/r164-2/projectResources.js:1:741949

    Stack: TypeError: Failed to execute 'putImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'. at n.ǃVo$.ǃVgr (https://editor.construct.net/r164-2/projectResources.js:1:712679) at editor.construct.net/r164-2/projectResources.js:1:743029 at editor.construct.net/r164-2/projectResources.js:1:741949

    Construct 3 version: r164.2

    URL: editor.construct.net

    Date: Thu Sep 05 2019 11:47:18 GMT-0400 (Eastern Daylight Time)

    Uptime: 115.5 s

    Platform information

    Browser: Chrome

    Browser version: 76.0.3809.132

    Browser engine: Chromium

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 7

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: 4 GB

    User agent: Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/76.0.3809.132 Safari/537.36

    C3 release: r164.2 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics Family Direct3D9Ex vs_3_0 ps_3_0)

    Major performance caveat: no

    Maximum texture size: 4096

    Point size range: 1 to 256

    Extensions: ANGLE_instanced_arrays, EXT_blend_minmax, EXT_color_buffer_half_float, EXT_frag_depth, EXT_shader_texture_lod, EXT_texture_filter_anisotropic, WEBKIT_EXT_texture_filter_anisotropic, KHR_parallel_shader_compile, OES_element_index_uint, OES_standard_derivatives, OES_texture_float, OES_texture_float_linear, OES_texture_half_float, OES_texture_half_float_linear, OES_vertex_array_object, WEBGL_color_buffer_float, WEBGL_compressed_texture_s3tc, WEBKIT_WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_depth_texture, WEBKIT_WEBGL_depth_texture, WEBGL_lose_context, WEBKIT_WEBGL_lose_context

    I am using stable release r164.2

    Thanks,

    Give me a Pixel

  • Sorry, I don't know. Maybe newt might know. He/she seems more advanced in this particular kind of thing.

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Give me a Pixel

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