Top-down visibility radius issue

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Post » Mon Feb 25, 2013 11:32 am

Hi,

I'm working on a top-down visibility system with light and darkness mechanics. What I currently have is a system where on overlapping with a particular object, I set the object's visibility to true.

But, this cause the entire sprite to be visible. I'd like for it to only show what is within my object/character's visibility radius. How can this be done?

Also, right now, I need to perform the above check with every available sprite. Is there a possible way to perform this check with any obstacle the character encounters?

Thanks in advance :)Fynnick2013-02-25 11:33:22
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Post » Mon Feb 25, 2013 9:01 pm

Depends how complex you want the light modelling to be, but at the simplest level your could just have a black layer on top of the game layer, that fades towards the middle
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Post » Tue Feb 26, 2013 4:17 am

Yep, after working on it a bit more, I found that the problem was with layers and the fact that I had to reference the instance instead of the sprite itself.

Thanks regardless :)
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