CrudeMik's Forum Posts

  • That is awesome! And yes I'm a dolt I didn't see this in the FAQ.

    Your version is the best way I think though, works a treat!

  • The problem is when I make the window size smaller, it's cropping the massive layouts I made :( - I'm sure Awesonium will improve full-screen performance though, FS in Chrome is still very quick.

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  • I am designing a two player game and I want a camera which tracks both players. I want the camera to zoom in & track their position when the players are close and I want the camera to zoom out when the players separate apart.

    Any ideas on how to achieve this?

    Cheers.

  • Cheers, yeah it'll take a lot of tweaking to get it looking better, I'm thinking of fading out the drops that are separate from the group to eliminate single drops rolling too much like balls.

  • Hey I made a super, dooper basic 2D liquid simulation in construct just using balls, the toon shader, tint and the 'water' warping effect.

    It still looks like balls when the water is thin but as a group it's okay.

    FPS is on the top right, ball count top left, I get 60fps with 250 objects on screen, running in Chrome

    dl.dropbox.com/u/3317708/Water/index.html

  • Similar to this, I'd like to know how to re-scale the window.

    I've been making a game in 2056 x 1440 and using fullscreen scale mode for browsers, but export to .exe locks the window at that massive size.

  • It's just a little thing really I might play around with it a little, but I'd rather just make a bunch of little mini-games like this and hide them throughout the site

  • I remember in Construct Classic I used a fantastic shader effect which would detect the edge of sprites in a layer and 'ignore' the fill of everything, it gave me this quite cool effect:

    youtube.com/watch

    I'm wondering if it's possible to reproduce this effect with C2's new WebGL effects?

    Also there was that Blobber, liquid 2D simulation effect made in CC which I used and worked fantastically. That also had a shader processing effect to blend the blobs of liquid together, I forget what the process was though...

  • Cheers, I love Construct - had the idea for it and within an hour it was up! Brilliant!

  • Hey, just thought I'd share something I quickly knocked up for my site. It's a game embedded into some ad space on my homepage www.crudepixel.com

  • I love this plugin so much, really would like it on Construct 2! heheh

  • Could one use this on a moving target, such as a ball? So that a sprite can always try to reach its target even if it is moving and its obstacles are dynamically spawning / destroying within the layout?

  • Brilliant, yeah fantastic, the turn acceleration works really well. Thanks!

  • The Zombie prototype has a very good idea in there!

  • My brain is breaking, this is quite hard to explain. Here's what I'm trying to do:

    I have 4 players, I have keyboard inputs for two players and xbox controller inputs for the other two. Alternatively all 4 players can use 4 different xbox controllers.

    All my player movements are done with variables; so "when left key is down" - "set 'turn left' to true" - "when left key is not down" - "set 'turn left' to false".

    I am really struggling trying to cater for any combination of player control methods, so for example, player 1 can use the Keyboard and Player 2 can use the xbox controller.

    If the players only have 1 xbox controller, that means that player 2 will need to use Controller index '0'. What I've done is say 'If player 1 control method = keys and player 2 = controller' - 'use controller 0' - I then write all the controls for this combination.

    With 4 players though, say if player 1 and 2 use keyboard and player 3 and 4 use controllers, that means that players 3 and 4 need to use controller index 0 and 1. So that would mean I'd need to write out all that code for that eventuality too.

    So what do I do? Do I write code for every possible combination or is there a more efficient way of doing it?