Ahr Ech's Forum Posts

  • Excellent work! This is one of my all-time favorites, and you've done a masterful job mimicking it.

  • Melee weapons in Reliquary have a charge attack now.

    Also been working on generation for area 3.

  • It only happens when you're against a wall? Could be your 8-Direction object isn't able to rotate because the corners of it's collision polygon are snagging. Try using LittleStain's suggestion of using the moveangle instead of the object angle, but also turn off Rotate Object in your 8-Direction behavior's properties.

  • To scroll past the edge of a layout you just need to set Unbounded Scrolling to yes in your layout properties. I don't think there's a way to toggle that at runtime though.

  • 2.5D typically means the game is rendered in 3D but presented with a side-on perspective that mimics a 2D sidescroller. C2 is a 2D engine out of the box, so it can't generally do what you're looking for here. There are a few ways around that with plugins to render 3D models, 3D models rendered out to sprites or just clever use of parallax to mimic a 3D space.

    If you're really married to the idea of it being true 2.5D you might be better off with something like Unity, though. That would be better for console support too, because out of the big three C2 currently only exports to Wii U.

  • This works beautifully if you don't mind using a third party plugin.

  • What do I put in for DesiredX?

    Whatever position you want the object to take. Rojohound's solution is better, though.

  • Set X (DesiredX)+20*sin(Sprite.angle)

    Set Y (DesiredY)-20*cos(Sprite.angle)

    This example will make it rotate around a point 20 pixels below the origin. Hopefully you can adapt the concept to what you need.

  • By their very nature, anything to do with Global Variables will not take their location on an event sheet into account because they are accessible throughout the project. You'll have to set just the ones you want to their original values manually.

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  • Good stuff! I like the style you're going with in your modelling, everything pops really well. Pretty ambitious for being the first project you intend to complete, too. I started my current project, Reliquary, this way before switching to pixel art six months into development, so I know how much work it is. I hope you can stick it out, because this is gorgeous.

  • Been playing with a stronger color overlay that picks up highlights better. I think it adds a little more depth to the scenes.

    Also re-took an older screenshot from almost a year ago as a sort of before-and-after deal.

    mercy

    AMAZING!!! Let us know please where you will sell your game or if you release a demo. oo

    Thank you! Will do.

  • Can't open your project from here but I may still have some useful advice.

    Having the redder parts toward the middle is a big part of the problem, I think. The hotter something burns, the whiter it is, so try to blend it from reds and oranges on the outside to yellows and whites in the middle.

    I also like to spawn another sprite on top of my explosions that is just a big soft white or white-yellow circle with it's blend mode set to additive and a Fade behavior timed to disappear a little after the explosion does. That way it lights up the surrounding area a little, too.

  • marcorocco

    > New target indicator and re-worked FX for the Blink ability in Reliquary.

    >

    >

    wow man... that looks awesome! How'd you create that kind of depth in construct 2?

    Thanks! By depth do you mean the Z-sorting? It's actually pretty simple. There's an example here:

    (That thread makes it look like I came up with that method, but I think it was Rojohound.)

  • The Greenworks plugin will get you some basic Steam feature support.

    As for multiplayer, I don't see why anything you get working without Steam wouldn't work with it unless you really need it to run through Steamworks. That might take some tinkering.

  • spongehammer Thanks!

    That looks awesome.