Akimbo's Forum Posts

  • 14 posts
  • Here are two methods. You can do this with lerp instead (unless you need a specific easing effect):

    Unfortunately, for litetween I’m using elastic out. So using reverse makes it elastic in on the out animation essentially. So I have to have 2 different litetweens. I did figure out a solution though. I stopped the out animation, then began the in animation when the cursor is over the button. Then stop the in animation and begin the out animation when the cursor is off the button. Working great! Guess it bugs out when 2 tweens are active at the same time.

  • After a little bit, I finally got an in/out transition with litetween. When the mouse hovers over the object, it moves up a little bit to show it's selected, once the mouse moves off the object the object moves back down into it's original place. My only problem is that I can only have it trigger the in/out animation once the previous animation is finished. So, I will hover the mouse onto it for a second, initializing the in animation, then take the mouse off, then have to wait a couple of seconds before it does the out animation because it was still busy with the in animation. For now, I have this set up like this on purpose because without it, the object will teleport to the end of the in animation so it can execute the out animation. I know how to stop it from doing this, making it use relative position instead of absolute, but then it very easily goes into the wrong spot because if I take my mouse off when it's only half done the in animation, it will go down much farther than the original position. If anyone knows the solution, it'd be really helpful, thanks!

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  • Hi, I was wondering how I'd achieve a 2D, grid based building game. So, players would be able to select a certain square of the grid with a specific material/block to add that block. Something kinda like Terraria, definitely not to that extent, but grid based building. Thanks! (Also how would I be able to save this data so players can load worlds?)

  • Hi, I want to make an effect where all of the objects and everything fade out to 0% opacity when at the edge of the screen, (like a vignette but it wouldn't fade to black) but I don't know how to do this while keeping the background un-affected without opacity vignette.

    Here is an example i'm looking for. The rainbow clouds being the background, and the black being the objects and you can see them fade as they get closer to the edge.

  • Hi, I'm trying to achieve a waveform kind of like the one created in this video: https://youtu.be/Q1eSqwV8cMg?t=409 but with much less lines. Like just four lines. Plugin or no plugin, it'd be a great help. I've seen the audio analyser example template but I'm really confused on how the effect is created and how to create it with just four separated bars instead of the mass amount of clustered lines. Thanks for the help!

  • As soon as the condition becomes true, it will trigger once. So, for example if you have an event such as "Keyboard - Space is down," then as soon as the key space is pressed down it will trigger the trigger once event which will, hence the name, trigger the actions once.

    Here is an example. So, if we did not have the trigger once event, every tick the player overlapped the coin, the sound would begin to play. Obviously we do not want that so we put the trigger once event. Although in this case there is an easier way to do this without trigger once which is to just use the "on collision" event.

  • That worked! Thank you so much :D

  • In geometry dash there are these "jump rings" that are in the air and if the player is currently in collision with the orb they can jump mid-air, it launches them a certain height. And different orbs boosts them in different amounts. How could I achieve this? It is shown in the first part of this level: https://www.youtube.com/watch?v=jKlSuCTxa3I

  • Wow, you helped me discover things I did not realize were possible, thank you!

  • Hi, I'm wondering how to make something reactive with audio. For example, size is dependent on how loud the audio is. So as audio is louder (usually at bass/beats) it will increase in size and as it gets softer it will decrease. I have the "rex_tonejs_api" plugin but I have only found information on how to make an audio analyzer. If anyone could point me into the correct direction, if it is something within construct 2 without a plugin, with the tonejs plugin, or another plugin, please let me know. Thanks!

  • Hi, I've been using Construct 2 for some years now and I've gotten pretty good at using it over that time. Although now I beg the question, should I pay for the annual $100 membership for Construct 3? Construct 3 seems a lot more clean, smooth and modern. But honestly looks simpler, almost too much. I've never used it though, this is just going off the pictures. What are the ups and downs of switching to Construct 3, personally in my situation. (I should also mention that I recently got a MacBook Pro, something mostly for use on-the-go when I don't have my PC available, but Construct 2 isn't compatible with Mac, atleast the steam version isn't, which is where I bought Construct 2 originally.) Thanks for clearing it up!

  • Is there any way to have something with the platform behavior have more than just double jump? If not, are there plugins? Or can I not do it with the platform behavior? Thanks.

  • Yeah, that worked. Thanks.

  • I'm currently making a 128 x 72 project, so is there any way to get it to go into fullscreen mode without blurring the project? It's super blurry because of how small it is so when I size it up, it tries to make it "better quality", is there any way of keeping it pixelated when putting it into fullscreen?

  • 14 posts