Best method for seethrough walls

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Post » Wed May 16, 2012 12:27 am

After messing around with construct 2 for about a week i've come up with a still very basic isometric "game". It pretty much evolved as i figured out how i wanted to aproach the technical aspects of the game. Simple things like choosing what kind of perspective i will be making sprites for.

It led me to isometric graphics. With the ZSorter i managed to create something that satisfies my needs for the most part.
I am still a bit stuck on what to do with the issue of standing behind tall wall.

I obviously want to see through the walls in some way. My preference goes to fallout style transparancy. Using sprite effects have not resulted in anything though. It simply doesn't work (turns sprite grey).
So another option would be to make use of black magic to chop down the walls once you stand behind them. This method would require a way to find out when you're standing behind a wall of a specific building. The isometric example on the site provides a clue as to how to achieve this, but it requires many extra sprites and events to check behind what wall of which house you're standing.
The last option i thought of (and had working before) is that when you overlap with a wall it becomes see-through. The reason i don't want this is because it doesn't look very good and it limits your view to the walls you're behind.

So far i've gone the "simple yet effective" route as far as the design goes. I'd like to keep it that way. Mainly because i am such a newb at this and i don't want a bunch of machine code without knowing what it does.

So, can anyone help me solve this puzzle?

Download:
http://www.mediafire.com/?l8j1tyqdxbvzabm
You need the original ZSorter plugin for it to work.sami13372012-05-16 00:28:24
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Post » Wed May 16, 2012 2:10 am

Not sure what 'fallout style transparency' is... Could we have an image or something?

EDIT: with 'for each ordered', you don't need that plugin. Just input the y-value for the condition, and use 'send to top'.sqiddster2012-05-16 02:18:29
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Post » Wed May 16, 2012 1:51 pm

Last edited by Yann on Sun Sep 14, 2014 8:31 pm, edited 1 time in total.
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Post » Wed May 16, 2012 4:19 pm

[QUOTE=sqiddster] Not sure what 'fallout style transparency' is... Could we have an image or something?

EDIT: with 'for each ordered', you don't need that plugin. Just input the y-value for the condition, and use 'send to top'.[/QUOTE]

Fallout style seethrough walls is pretty much a sphere around the player that lets you see through walls.
example (the dude in black is the player character): image

I think i need to start messing around with loops because i don't quite understand how to use them, although Yann's edit of my file provides an insight. Does "for each ordered" mean it treats every clone of the same object differently?

Also, is it possible to use "for each ordered" without families? Because i am still using the free version until i feel like development is progressing enough and start to run out of events.

Anyway, thanks for the reply and edit guys.sami13372012-05-16 16:22:15
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Post » Wed May 16, 2012 5:40 pm

I didn't use foreach ordered, just foreach.
And yes you don't have to use families, just put all your wall sprites in different animation frame of the same object, do the same for their collision mask (dummyshade), but respect the same order.
Set animation speed to 0 for both
Then you just have to place your walls and change the "initial frame" setting.
Then on start of layout you just have to spawn the collision mask and set it to the right frame (you'd have to use a foreach)
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Post » Wed May 16, 2012 6:05 pm

Ah i see. Thanks.
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