2dchaos's Forum Posts

  • That�s very useful, thanks for sharing ;]

  • After seeing the example, it?s a really really clever way of doing isoblique-whatever ;D

    Would you do an example with iso perspective like diablo, if you?re able? ^^

  • retrodude Thanks, I?m excited to try new possibilites with this concept, like platforms that disappear in the dark, darkness coming from other sides, some new platform types ;D And we want to add a little backstory too ^^

    There are lots of canvas effects, so I?ll be sure to have a way to turn them off in the final version ^^

  • Also, thanks for the example, totally gonna help me ;D

  • elksign Amazing art and atmosphere! \o\ Do you guys have a portfolio, twitter account or something like that? We really want to follow this closely ;D

  • Thanks for the feedback, dude!

    Well, maybe the game is really lagging in your computer ^^ We did not optmize it for perfomance and god knows it uses a bunch of webgl, canvas effects and whatnot;D

    You must end the level before Darkness takes over the entire screen. You can also die falling from great heights or touching spikes. ;]

  • Nope, not isometric, but this makes me want isometric tilemap suport and Z sorting so much ~_~

  • <img src="https://dl.dropboxusercontent.com/u/6813637/ss.png" border="0" />

    We�re working on more levels for Umbra, our GGJ game.

    elksign wow, that�s awesome man *_* can you share more about this?

  • Hello, we participated in GGJ this year, I don�t remember the theme, it was something with seeing other and stuff.

    Use arrows to control:

    <img src="https://dl.dropboxusercontent.com/u/6813637/ss.png" border="0">PLAY UMBRA

  • Sometimes I wish C2 was open source with licensing only for commercial products. Updates are really neat, but depending on a two man team certainly makes me nervous.

  • thanks dude

  • Some official answer regarding this would be welcome.

  • Dunno, just happened after I?ve updated to 159, no idea what is this about:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    ACE table: Expression ID duplicated in ACE table

    Condition: exp_ids.find(id) == exp_ids.end()

    File: c:\c2\source\exporters\html5\..\..\common\ERAHelpers.h

    Line: 259

    Function: void __cdecl era::ACETable::AddExpression(int,int,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,void (__cdecl *)(const class era::StaticResult **,int,class era::StaticEvaluation *))

    Build: release 159 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Found a bug, canvas paste property doesn�t work with layers that have a tilemap plugin.

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  • Thanks EncryptedCow but I really need to use the polygon masks the tilemap object creates: first, they�re optimized polygons, so less garbage in the memory, second this method you describe wouldn�t permite ramps or slopes to be illuminated.

    Is there any way to expose the positions of the points in the collision polygon Ashely?