christina's Forum Posts

  • No problem!

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  • CAPX

    live example

    Here, just one event. Just hold your left mouse button and draw.

    You will notice it isn't very responsive when you move the mouse cursor at speed. To solve this, you need loops that update the canvas many times per tick.

    Hope this helps

  • ?a???a p??�??�a, ???a!

    You're welcome

  • Thank you, people.

    eli0s

    90% of effects is thinking creatively.

    Remember: it's not magic, it's just analyzing your situation. A water surface, viewed from the side, is essentially a mirror (because of an optical effect called "fresnel").

    So what you need is a liquid mirror surface. Therefore the canvas object, for reflection, and a few effects for making the canvas look like a liquid.

    I don't know how Naves is doing it, but I'd do the following:

    every tick

    • paste all objects, one by one, on a canvas sized like a long rectangle
    • set canvas height to canvas height * (-1) which mirrors the image vertically

    and add a few layer effects.

    Let me know if this helps.

    CAPX

    Live Demo

  • lukedirago

    Niko

    eli0s

    Sebastian

    Thank you. I wish the queen didn't jump over the obstacle randomly. I think I['ll have to make a custom level-solving algorithm instead of using the platform behavior. But yeah, apart from being a broken game, I like it too

  • tx tulamide, yes it's a pretty cheap effect, it just needs a little advance preparation.

    But you're right, it could be made better with the "offset image" feature. I've seen a lot of requests, too.

    Ashley can we get an offset image property for tiled backgrounds, if tulamide and I promise to write a big tutorial on it?

  • Thanks C-7 it took a lot of research and head-scratching :)

  • You're welcome! This is the awesomest FAQ I've ever seen anywhere and when I was getting started with Construct it was my holy book

  • Kyatric you might want to add this

    scirra.com/forum/topic75320.html

  • I wasn't sure where to put this post.

    I made a water effect with refraction, using only built-in effects.

    <img src="https://dl.dropboxusercontent.com/u/28087823/Construct%20Examples/Water%20Refraction/Html/screenshot.png" border="0">

    What I used:

    1. an animated sprite of Perlin Noise (24 frames at 48x48pixels, made seamless in photoshop, frame by frame, with the Filter->Offset method) inside a semitransparent layer with the "Lens" effect.

    2. a caustics sprite set on "dodge"

    3. a semitransparent greenish tiledBackground set to hard light (to set the color of the water and everything in it)

    4. a semitransparent water "surface" sprite

    So it's tileable refractive water, that can affect all layers beneath it, and doesn't use masking or "force own texture" on layer. This is something that can't be reproduced any other way in Construct 2, so far as I know.

    You can check the effect out here:

    live demo

    and you can study the CAPX here (although a little sloppy):

    CAPX

    EDIT: Also the principle behind surface reflection. Read more on the second page of this thread.

    Reflection CAPX

    Reflection Live Demo

  • Thanks for the heads up. I noticed, but I was way more interested in your awesome indexing skills. Don't worry, I won't learn "bad" techniques from you.

    Thank you for the kind comment as well, if you ever need any graphics tips, you know where to find me

  • Oh god, so *that's* what for each (ordered) is! I should read the manual more.

    What an elegant solution, thank you keepee, I'm in your debt!

  • Ah yes.

    You're making a neverending loop.

    Here's what you need:

    1. If the gun has more than 3 bullets in its barrel, then fire one every 0.3 seconds

    2. every 3 seconds, reload the gun with bullets. Until then, nothing happens.

    dl.dropboxusercontent.com/u/28087823/Construct%20Examples/gatling%20gun/gatling%20gun.capx

  • Hi. I have 3 troll sprite instances, on a horizontal platform.

    This is The CAPX

    When ctrl is held and an arrow key is pressed, I cycle between them by adding +1 to the instance number or subtracting 1 from the instance number

    The problem is, if the trolls move from their original positions, they are not in the correct order any more. So by pressing ctrl+arrow, you don't necessarily select an adjacent troll any more :(

    So I found a way to dynamically assign an Xindex number to each instance, by using a loop and comparing the X position to a minimum and maximum X.

    So then, every time I press ctrl, the troll instances get numbered 0, 1, 2 (leftmost, middle, and rightmost troll respectively).

    QUESTION

    What do I do with the horizontal index though? How can I use it to always select the sprite to the right, when pressing ctrl+right, or the sprite to the left, when pressing ctrl+left ?

    I may be overthinking it, so I'm stuck.

    If anyone has any idea, I'd be grateful

  • Yes I'm working on it now.

    I can't get over the fact that the queen doesn't *always* and consistently clear the obstacle when she jumps.

    This breaks my game for the time being, so I'm searching for solutions.