Ahr Ech's Forum Posts

  • Good to hear that it worked out for you, but I don't really understand. Why would you set the opacity with the 'value only' option if there's an 'opacity' option too?

    For an extra layer of control, I'd imagine. If they just want a certain range of opacity instead of 0-100 it's easiest to set it to a specific number plus the sine value every tick.

  • You could, but I'd take a look at using vectors for that instead. That way it'll work in the air, too.

  • Arclight and everyone else interested in my procedural animation

    I haven't had time to write a tutorial but I commented the capx and threw it up in the examples section.

    https://www.scirra.com/tutorials/5010/p ... tric-games

  • If there's a way to do that I haven't heard of it, but if you set the values you need to see to variables you can just compare the variables instead.

  • megatronx

    Thanks!

    In this case I just have a sprite with it's blend mode set to Destination Out. You can use other blend modes to mask in different ways too, as illustrated here if you scroll down a bit: https://www.scirra.com/manual/146/effects

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  • And how is going the performance?

    I think it's probably pretty good, but I haven't tested it on any lower end machines and there's very little in the layout.

    In other news, here's a dust storm in Reliquary.

  • Arclight

    I'm speechless. Can you do a tutorial how to do this?

    I've had a few other requests for a tutorial already, so I guess I'd better get on that!

    Looking good!

  • nice...is the blob shadow your collision mask?

    Actually the dark red circle in the middle is. I have all my collision shapes for characters, walls and obstacles shifted up about 12 pixels so that projectiles appear to collide with the center of mass rather than ground level if hit from below.

  • Look into this if you want achievements and stuff.

  • Put everything you want sorted in a family and set it up in a For Each (Ordered) condition like this:

  • You don't have enough rep to link stuff yet so I can't see anything you posted, unfortunately. This is just a guess and I'm probably way off base, but are your camera controls mapped to the arrow keys? If so, you'll want to make sure default controls are turned off on your 8 Direction object's properties, because that's also on the arrow keys. That's the only thing I can think of without seeing anything.

  • Messing with procedural animation. No frames here, just a stack of sprites being rotated, stretched and squashed.

    Here are the individual parts all spread out.

  • Just add "Trigger once while true" to that one. You'll find it under system.

  • Solomon

    I have a prototype for a mech brawler that runs at 1080p without issue. Steady 60fps if it's performance you're wondering about.

    PM me if you have any more questions so we don't spam the thread too much. I'm happy to answer!

  • Wizardjam is over and my game is done! http://riv-hester.itch.io/happy-happy-krampusnacht

    ahr Ech

    Really cool projects and designs, nice flow!

    Ive got a question if you dont mind.

    As I see you are focusing on games for PC (especially considering your 2.5 isometric spaceman game, "Reliquary"), I was wondering what resolution are you aiming for and designing in, in Construct 2? And what exporting format/module do you plan on releasing it in?

    It would be nice to hear from someone that is already a veteran on the Construct 2 battlefield so to speak. Of course if you dont mind sharing, thanks.

    Thanks man! Reliquary and Happy Happy Krampusnacht are both 512 x 288. I went with that mostly because it's a true 16 x 9 resolution that also made for a comfortable level of zoom. Pixel scaling is good enough these days that I wasn't too worried about it. They're exported with NW.js.

    Waltan

    I don't know what I'm looking at, but that's nothing a quick tutorial couldn't explain, by the looks of it. Definitely does look interesting!