FromChris's Forum Posts

  • On combat start - For Each Sprite, set "tag"(or any variable you create) variable to loopindex. When choosing the specific sprite, compare that tag variable.

  • Here's a quick way with the tween behavior. dropbox.com/s/6z48dru4nvp39lh/para_tween.c3p

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  • I've never had to do this before, so I doubt this is the best way...but I used the Textinput to a dictionary, locating a sprite by name via Family then updating all the sprite's vars from the dictionary. Essentially you could match up dictionaries to sprites via UID/Var so they're paired up.

    dropbox.com/s/8ie9uljayyran1h/input_toSprite.c3p

  • You could use Blend modes, check out the "source" and "destination".

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/effects

    Though truth be told, I think just cropping out the heads would be quicker / less things to deal with. You could even just crop them out in Construct 3's animation editor.

  • At the end of the day it's just not worth the time and money to set up protection schemes for Indie devs, that's why you'll almost never see them. For most it's not a big deal, and people stealing your games and it's code/assets is just apart of the business sadly - but that certainly hasn't made websites like gog.com (drm free) suffer.

    So don't worry about it so much, and just make a kickass game that people are excited to purchase. (A free demo can help in that regards too!)

  • Check out using the Tween behavior to change the scale / size of the character as their "Y" positioning changes. Alternatively you can set up invisible "hitboxes" or click zones that trigger the size changing tween. I think that would be the easiest, especially if you just wanted the character to change size a couple of times.

  • I never played the game Dandara, but looking at screenshot from steam it looks like they did have this issue as well. It might just be hard to see during fast pace gameplay.

    As for the issue at hand, you could enlarge all the pixel art by x4 (as well as the viewport/layout, etc), then do the "crop" technique in the link you provided.

  • Heya!

    I might have a little insight from my experiences, as I'm a full-time freelancer. These days I mostly make html5 for a few clients (with construct 3 of course), doing all the artwork/animations myself as well. My go-to place to find clients has been Upwork, though I've used Freelancer, Fiverr, 99Designs and Reddit in the past. Here's my inputs for the questions, though at the end of the day everyone will have different experiences hiring devs.

    1. Assuming you're making a game, an in-depth Game Design Document would be your best bet for starters. But depending on the scope of the project you may want to create additional storyboards and projected deadlines or milestones. Using a hiring platform like Upwork makes creating milestones fairly straight forward for payment purposes, as well as settling disputes.

    2a. I recommend using Upwork or a similar platform, to protect your interests as a client. As a freelancer it has its pros and cons, especially sucky when starting out due to the % Upwork takes. But the platform will allow you to establish milestones, or hourly rate monitoring, to help ensure you get what you pay for.

    2b. This varies a lot based on their worldly location, experience level and the quality of their past projects - as well as the timeframe. Again, a quick and easy way to get an idea is to go through people's Upwork or Fiverr profiles. This will show you their past work as well as their hourly rate / project rate.

    3. Contracts - However...I feel like a spokesperson for freelancing websites...but using Upwork will guarantee your work is yours alone upon payment royalty free, unless either party states otherwise. You can check the various site's FAQ / Agreements to get more details about this. However if you want to keep things secret, you can download an NDA and have them sign it.

    4. This can be a huge pain in the ass, and I've been on both sides of this. Most freelancing / services sites have dispute departments and they've certainly been a breath of fresh air at times. I think a lot of freelancers, myself included, wouldn't mind creating you a small sample either for free or very cheaply to make sure you two are on the right page before starting a larger project together. I've done this countless times and sometimes the "potential" client ends up not liking my artistic style and goes with someone else - but on the other hand I've also turned down clients after this process because I can see how they manage their project and deliver feedback/opinions!

    It's certainly tough to find the right dev for you, and even tougher if you need to hire multiple people to work together - like a game artist and a developer but that's a whole other topic...

    Hope this helps!

  • As suggested by dop2000, check your scroll / camera object, could also be conflicting movement behaviors - if you're using more than one?

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  • On a new layer place the boat, and a new mask object (can be animated like water). Make sure the layer has "Force Own Texture" checked. Have the mask in front of the boat, and its blending mode set to "Destination Out".

  • Sorry it's just a normal sprite, I would just label it as a mask.