eli0s's Forum Posts

  • iceangel you are welcome!

    AnD4D You are right. For some reason there are unpredictable artifacts. I hope that the system will be ungraded in the future, this is after all the first beta release with dynamic shadows.

  • MelVin Thank you, you're welcome

  • E Bear I am having difficulties with blending modes. I am an After Effects user with no experience on Canvas2D or HTML5 so I don't really get all of these modes. I still try to wrap my mind around some of their basic functions. What I really wish for is a dedicated masking system that uses grayscale/opacity values (with the ability to invert the input values) for masking. And that should apply to any layer or sprite. I hope that it's technically feasible and that anytime soon Ashley will make it happen!

  • Ldk Great art! I really dig the silhouette style, the animations and all the parallax details!!! Keep it up!

  • Nice

  • Here is an example in the form of a mini game, that tackles the score subject in it's simplest form. I do agree with Windwalker though, you should check the tutorials and the how do I forum topics.

  • Colludium

    XCELLGO

    Game Studio

    Thanks guys, you are welcome!

  • My first test use the same method as the following capx in order to create the Sun-rays. I've posted this capx on an other topic, but since it's basically the same logic, I feel like it's worth sharing, if anyone is interested in God-rays and/or, even better, care to improve upon my example

  • sadNES unfortunately, I can't get the blending modes work the way I want. Essentially, we want the shadow beams to cut thru an other layer that will hold a sun glow. The problem is that the blend modes ignore black/white values (gray-scale masking) and only care for opaque areas. I can't find a way to make the shadow casting layer (using destination out or source atop blend modes) to cut thou an other layer below that will have the Sun and the glows.

    I had to resolve in some fake workaround, that use the shadow layer with an overlay effect that cast a darker sky color, and some texture glows/rays to fake the Sunlight.

    See the attached capx.

    [attachment=0:1wltx1vi][/attachment:1wltx1vi]

    I am guessing that this isn't very light on resources and I am not sure if this is the correct way to spawn the ShadowObjects on the Cloud Image points. Feel free to improve upon it

  • henriquesv ahhh, that is an other amazing memory, but it isn't the one I am referring to. That was a traditional animation cartoon. The translation was something like "Chinese stories"... I don't remember <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    I'll search for it now that I made you go thru the trouble searching. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    -EDIT I've found it! It was titled Chinese stories (fairytale) but now that I listen to the music it's actually Japanese, so the title was probably poorly translated in Greek!

    Subscribe to Construct videos now

    here is one episode, dubbed in Greek...

  • sadNES great art! I love the dragon! I have a nostalgic feeling from my childhood, reminds me a Chinese (I think) animation about a boy and a dragon that was broadcasted very long ago...

    What you want to achieve is in essence the exact opposite from what the lighting system does at the moment. Surely if we had masks it would had being quite possible. Perhaps with some blending modes... Let me think about it, try something out. I'll be back (with the T-800 voice).

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  • Ashley , thank you for your response!

    That would be so awesome! And since you mention tags, I wonder if it's technically possible to make the tag system support multiple tags (a light/caster can affect/be affected by more than one conditions/tags) ? If there isn't a technical limitation, it would be spectacular if this were added in the audio system also. So to have groups of sounds and sub-groups within them (buses).

  • onur thank you very much for your comment!

    This project was never meant to be played on phones, tablets, or laptops. It is my graduate project for my University and was made basically within 3 months, all by my self, and it is by all means very unoptimized. Back then, I was very lucky to discover Construct 2 and a childhood dream came true (creating an interactive tale), but knowing next to nothing about programming, software and hardware shortcomings, made choose some unwise things performance-wise. My only guide and standard was my 5 year old mid-high range gaming rig and I was adding/removing stuff in relation to it. If I had more time and knowledge, I would had many things optimized and simplified.

    You are right pointing me this performance issue, thank you

  • Ashley , is it possible to implement a system that assigns different lights to different shadow objects? That way we'll be able to create more complex scenes by choosing which lights should shadow cast particular objects (if need so).

    For example, as it is now, lights on layers with different parallax values don't restrict the shadows only at objects that exist on that layer, but cast shadows on objects that exist on other layers too, thus braking the parallax order.

    An other example would be to have some objects cast shadows when a particular light is close to them, but not be affected from an other light source somewhere else.

    ?

  • donelwero

    Here is a crude example. I am quite curious on how this can be improved upon. The main problem is that only one light can exist at one time (adding more lights, ruins the effect) and that the enemy can't quite exist on the same layer as the shadows without problems. I had to use the line of sight behavior to push him in front of the shadows when he is lit and visible by the player's perspective. A bit of a mess for a capx, but I have a terrible headache and I can't work any more for tonight...