brent_hamel's Forum Posts

  • Everything looks really good in this effect, here's a challenge though (I'm trying but failing lol) any way to modify this effect to have it appear is though raindrop are hitting the camera (or a window pane) and running down, and for that matter, if it can be done with "water" is there a reasonable way to tint it and replace it with other fluid (ie blood, acid)

  • Let's say I'm making a side-scroller (which I am), and let's also say that I have a bridge going over a small river (which I do), is there any way in Construct to have reatime volume and panning effects based on the characters position to an object, ie, the sound of running water becomes quieter the further away from it I am, and it moves from left speaker to right speaker or vice versa as I travel over it? Sound is such a huge part of the gaming experience for me, and I'm finding it kinda tricky to get some astmosphere happening in my game without it lol (though I could very well be missing all of these answers and they're sitting right in front of me)

  • I told him to try Boot Camp and see if it works. Thanks for the help guys.

  • He says he downloaded and installed the most current version of Direct X just to try and use construct

  • I've introduced a friend of mine to Construct and he's running Parallels on his Macbook. His other PC-only apps all work perfectly, yet when he tried to create a sprite in Construct, no luck. Upon opening the sprite editor window, he sees his empty sprite in the centre, but can't draw on it at all. There is also a completely black copy of the empty sprite in the upper left corner of the window, very strange. He also demonstrated to me trying to create a button. He creates one, it shows up on the object list, but not on the layout. Even dragging it from the list shows nothing on the layout. Yet, at runtime, they appear and function normally in the program window. Any ideas?

  • your cap looks very cool, I'll be sure to have a better look at the workings and see what I can learn from it. Ultimately, what I want is to be able to have a set of randomized variables to control things like tree type, branch placement, foliage colour, bark colour, and things like that. But this looks like a good start for sure.

  • so I'm reading about l-systems, and they're starting to make sense, but how do I implement them in Construct?

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  • So I've been reading on here about a lot of people employing a bloom effect, I've tried the HBlur, VBlur x2 + Glow on a Canvas on a layer "above" all my other layers, and then I tried the same thing but used Additive Plus instead of Glow, I can't seem to get very good results with either, is there something I'm missing?

    The Additive Plus looks really nice on everything, but it can be a bit harsh on the grey value I have, would it be efficient to have some different layers interspersed between my main graphical ones that all produce a small bloom effect that would give depth, or is that going to kill the vram. Also, I've heard people say that Construct's Blur effects are a bit slow. I've noticed this. Any alternative's?

  • Wow, that's intense, but I'll be sure to give it a good read

  • Thanks for the help guys, this is the idea, for sure, something I can use to generate different looking trees randomly, and then be able to use them in the background of a platformer. Sorry about posting in the wrong section, I'm still somewhat new to forums.

  • I'm working on a platform game, and recently came across the idea of a random tree generator. Realizing that this could provide a really interesting look to my backgrounds, I thought it'd be fun to try to build one myself, but holy cow do I not know where to begin. Any ideas?

  • Perfect solution, thanks guys

  • Haha, fair enough. How's the engine coming along? Any interesting results?

  • Thanks for that. Updating fixed the problem perfectly. One question though, I've got a HUD layer that I'd like to keep onscreen if possible. Right now when it zooms I lose sight of my life bar. Is there anyway to prevent that layer from being zoomed by the camera?

  • So I'd like to have an option to view my platformer from either a regular platformer size, or from a zoomed in "Fighter" size, I can get the sizes correct using the zoom feature on the advanced camera, but the camera doesn't become any more free in terms or where it can follow the player. So it'll be a case of not being able to see part of the level or my character, simply because the zoomed camera can't move anymore than it can when zoomed out, to follow the player. Any ideas?