C-7's Forum Posts

  • Yeah, I suppose it's possible, but I'm not sure what the real benefit would be. If you just want it to feel seamless, even using Ashley's suggestion of large layouts, just duplicate the edges of each layout, transfer at the edge, and if you line your camera and objects up properly, it'll look like nothing more than a brief stutter (unless you do something more elegant). I don't think map transfers really bother anyone, though...

  • You really shouldn't have any issues sorting them all a few times a second only if you're moving. Just "for each object" (ordered) by y ascending, send to front whenever you're moving, but limit it to like 30 or so milliseconds so it only runs a few times a second. There seems to be some strange opinion on these forums that this is something crazy cpu-intensive and mostly be people who've never done it. It works fine, it's how tons of things are sorted in my game. Just put everything sortable into a family (they have to be the same object type) and then just run the operation on that family whenever necessary. If your character moves slower, you can probably decrease how often it happens. You don't need to run it every tick.

  • On export, it makes a .js file with all of the code in it. If you leave "minify" unchecked during export to HTML5, it won't even be garbled.

  • I haven't checked the capx, but why not put your ui stuff on a ui layer with 0 parallax so jitter is impossible?

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  • Thanks everyone! I was really stoked when I got the e-mail! Now to just finish it...

  • Thanks everyone! I was really stoked when I got the e-mail! Now to just finish it...

  • It's looking good, keep it up!

    Here are two shots from Courier, which is now Greenlit! A hallway and dorm in the Academy:

  • Yeah, that looks pretty similar. Here's a screenshot of the event sheet: (relatively large image). I simplified things somewhat from how you had it, particularly the start of layout event and the "every tick" one at the bottom. I also changed the values applied by the buttons just for ease of testing.

  • So in case Anon's response wasn't clear for how to do that, you should set the bar's width to (current health/max health)*maximum length. You can also get fancy and use lerp or some other operation to make it smoothly change there. So, for instance,

    Set width to lerp(self.width, (current health/max health)*maximum length, 5*dt) where 5 would generally change how quickly it gets there.

    I've attached a quick example of how to do it. I changed the green bar to a Tiled Background object so that it won't get the blurred edges you get from stretching out a sprite.

    [attachment=0:3hxpbx18][/attachment:3hxpbx18]

  • Here's one way of doing it. It's a capx of basically what I explained in my last post. It doesn't look layer-y to me, though I did use a few layers just to enhance things a little. I don't see any performance issues with it, either. The movement is based on a global asteroid speed and is inversely relative to the camera movement.

    [attachment=0:1f5dbnol][/attachment:1f5dbnol]

    I hope that helps.

  • I haven't tested this, it's just off the top of my head. I love parallax layers, but what you're trying to do doesn't seem suited to them (maybe a few only). I think you should have a private variable ("multiplier") for your asteroids that defaults to 1. At runtime, spawn them off-screen and assign each "multiplier" variable with a random value between 0.5 and 2. Then, based on movement of the camera, move them in the opposite direction and multiply it by that the "multiplier" variable. It would likely need some tweaks, but essentially this would give them a range of movement of half through double their base speed. So assigning them to three or four parallax layers + doing the movement multiplication may work nicely.

  • I thought I'd go ahead and mention that Courier has been greenlit!

  • Reshay

    That looks fantastic! I hope you have some smooth animations to go with that killer art style!

  • Tons of great games here Can´t wait to try C-7 s, it looks absolutely huge!

    Hey, thanks! It is getting quite large...

  • Oh, why not? Here's part of a town I'm building for Courier. I don't have the NPC's in yet and I don't have all of the street objects placed, but the rest is built!

    And, for fun, a zoomed out version without clouds and light rays: