eli0s's Forum Posts

  • There are many examples in the forums about slope angles and the platform behavior. You should do a thorough search, I am sure that you'll learn a lot of things from those examples.

    Here is a rapid prototype of a vehicle that behaves somewhat the way Blaster Master: Overdrive does (or at least like a video I saw on Youtube).

    html example: http://www.eli0s.com/Tests/VehicleSuspension/

    Use Arrow keys to move and Spacebar to fire.

    I put it down in a very sloppy way, I didn't even bothered with mirroring the player sprite when changing direction. It does the job however, at least in my opinion. Please note that I strongly recommend using different sprite objects for collision detection on the ground, not the actual graphics.

    Here is the capx. In order to work you will need the neat Light behavior made by rexrainbow https://dl.dropboxusercontent.com/u/577 ... light.html

    [attachment=0:17g9hl5d]VehicleSuspension.capx[/attachment:17g9hl5d]

    Finally, Firefox gives terrible results, at least in my system. I don't know if this is related to the Light behavior, the particles or something else. In Chrome it plays just fine.

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  • Thank you helena

  • And here is a slightly more advanced example:

    html: http://www.eli0s.com/Tests/Box/

    capx:[attachment=0:1qc9oz29]ShadowHeightsAdv.capx[/attachment:1qc9oz29]

  • daehawk , the shadow object already can do what you ask. Not with soft shadows though. Use webGL blurs if you want to soften the shadow's edges.

    Have in mind that:

    1) The outline of the shadow depends from the collision polygon of the sprite (you'll have to use convex polygon shapes).

    2) Each sprite can have different shadow heights. No need to mess with the light's height. You can use multiple lights with the tagging system for more complex setups however.

    See the attached capx for an example.

  • You are welcome

  • If I read your first post correctly, the basic mechanic that you're after is this: http://www.eli0s.com/Tests/PinnedLine.capx

  • nemo you are right, check the SunRays example on page 4, it works more like the rays in your pictures. Of coarse I'd love to see other examples here in the forums, that's one of the reasons I started this topic.

    I will add the SunRays example on the first post by the way, just to be more accessible...

  • robertjs3 , beardedeagle , you are welcome guys, thanks for your kind words!

  • There is the Platform+ behavior that does that.

  • You are welcome!

  • You are welcome!

  • It's pretty easy to achieve this result within after effects using the advanced lightning effect. The hard part will be to transfer the "mechanics" (meaning how does the system react to your scene elements) of the lightning into Construct.

    Have a look on my example in this topic:

    It tackles a way to do lightning and I didn't even used after effects. I made every electric arc within Photoshop (Gimp will do just fine). Since I tried to somehow resemble the OPs example I didn't use forked arcs, but nothing stops you to do it like that and, in my opinion, it will look even better with forked arks!

  • By the way, the new v173 release fixed the problem!

  • After effects is an amazing software that is capable of doing almost anything that comes in mind. That being said, like any other software, is limited by the users knowledge and imagination.

    It has many-many tools that can achieve different visual results and to be honest if you begin staking one effect on top of the other, there is no end to it.

    It has two flaws in my opinion:

    1) It doesn't have a decent frame by frame painting tool for making 2d animations.

    2) Its 3d (2.5d) workspace is very uncomfortable and its visual feedback limited by the comp's dimensions (!). The "newcomer" Hitfilm has a far superior 3d workflow.

    And an other thing that I blame it is that it has spoiled me with its masking, precomping and layer adjustments and I want the same functionality in Construct

  • Hello! I tried to tackle both issues in the following capx. Please note that the steeper the angle of the floor, the more likely is to get "artifacts". Also, since I don't really understand how do you want to move the Enemy, I used 2 similar ways (the one is disabled, just enable it and disable the other which is active), and added a few stuff as a bonus Play with the values to get the result you are after.