corlenbelspar's Forum Posts

  • I just wanted to be able to see it in C2's editor because in the later levels of my game I plan to use ink effects and non-NES colors in image files so it looks really off when the NES filter effect tries to compensate. I figured it would have a "The Color out of Space" effect where they had to film the movie in black and white, and make the color itself pink because the color was supposed to not be in the color spectrum as we know it, since you never really see NES-style games doing color blending effects. I wanted to be able to quickly see how the ink effects are impacted by the filter so I can do it much quicker.

  • Alright, thanks!

  • I'm having a problem with this effect Gigatron made (that I modified) where neither show for anything in the editor, which would help my purposes if I could see in while editing. Is it possible to modify it to work in the editor as well? I already tried checking other effects, that came with C2, that do show in the editor and didn't see any real code that makes it happen.

    https://drive.google.com/file/d/0Bz86oQ8I9hPOX1RWZFdXakNqWTA/view?usp=sharing

  • I think it would be a great help if the image editor, for 9patch objects, had dotted lines or something to denote where the margins are set for the object in question.

  • I don't know if it's possible due to I don't entirely know the way an iFrame works but is there any way you can make things like sprites appear over the iFrame in Z order? I can probably work around it if not but I would really like to be able to make things Z order above it.

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  • I don't seem to have the problem when I build my game, just in preview mode.

  • 88u As others said, if you make a proof of concept it's a lot easier to get others to help out because then they can see your idea in action and some artists even will work for free either just for something to put in their portfolio or for royalties.

  • Only jerkiness I really experience is the initial 2 seconds of freezing when a positional sound plays. Ashley did however change something or other in an attempt to mitigate jerkiness so maybe you're having a bad time with that?

  • It's still happening for me with the newest version of NW.JS.

  • If you really want to wow the guy, I think all you really need to do is save your game as a project and then open the event sheet XML files in notepad. On the other hand you can just stop being friends with someone who basically insulted your work because they're ignorant.

  • ome6a1717 - I figured out a sort of cheater's way of having for example the illusion of thousands of enemies in a single layout. What I do is have them spawn from spawn objects only when the spawn objects come on screen and then when it get up to like 200 or more enemies it begins randomly deleting ones far enough off screen.

  • This system's effectiveness might be negated though because destroying and creating large numbers of objects can be straining on the C2 engine.

  • I just take a single instrument note or vocal recording and apply millions of effects to it until it sounds nothing like what it did sound like and exactly like I wanted.

  • Much like the reset all global variables function, this would be so handy to have for objects in some cases when destroying and recreating an object isn't a viable option.

  • I notice this shader now has ugly looking solid lines around the edge of the image with C2 r198 at least with a 256x256 image. Are there any settings I'm messing up that should be set a certain way for this shader to display right?

    [attachment=0:jhcbfgob][/attachment:jhcbfgob]

    EDIT: It appear setting the sampling to linear causes this issue after I had further time to test. It appears to work fine in point sampling mode but I can't use point because my trees that sway in the breeze look crappy with point sampling. =X And plus this still wasn't an issue for me before as I'd been using linear sampling for a while with the mode 7 effect.