Hasuak's Forum Posts

  • So I have lots of animations with duplicated frames for reasons. Whenever I reload the frames from original sources, only the originally loaded frames get replaced but the duplicates stay the same. This is especially painful when I , for example, re-render most of the animations for my character and then reload them. It forces me to do all the duplicating work all over again.

    I think this is something Construct devs should look into. Maybe prompt a question asking if replacing the duplicates is okay before doing it so both ways is okay?

  • Hey, I've got some questions about Q3D before I might buy it.

    • Is the 3D stuff visible in C2? Or do I have to constantly jump between the editor and game engine to see what I'm doing?
    • Are you planning on making a demo version of Q3D?
    • You meantion lightmapping on your website. Do you mean baked lightmapping inside C2?
  • Hey, I'm kinda necroing this thread, but I was wondering if this talk about WebGL support only applies to web browsers? Or do the same rules apply also to Node Webkit games?

  • Oh, I just found your project randomly on Google. Nice to see you're making it on Construct 2. I'm also working on kind of a similar game in gameplay-sense, not the style. Just wondering what exporter are you guys using? Node Webkit or something different?

  • Any news for this effect? This is really cool and could be put to use in so many ways.

  • Oh, dangit. I guess I gotta try something else, then. Maybe bullet behavior with gravity and ricochet/bounce.

  • Bump!

  • So I'm trying to make a sort of bullet-time thingy for my game, but it seems that I can't slow physics objects down just by changing the object's time scale. I read somewhere that I had to change their stepping mode to framerate dependant, but that didn't change anything for me. Any ideas how to achieve this?

    Also gotta mention that I'm trying to slow down only certain objects, not the entire layout's timescale.

  • Let me just say this before I even play it: Holy shit.

  • Maybe make the water sprite under the mine have more opacity? It desaturates the water because its saturation might not be the same with the water texture underneath it.

  • Jesus Christ stop posting so many times, learn to edit. We aren't your personal helper gnomes. Just sit down and wait until someone helps you. This doesn't even seem as urgent as you make it to be.

  • Add Turret behavior for the bullets and set the target as whatever the bullet should chase. If you don't know how to use the Turret behavior, there's a tutorial for it in the C2 documentary.

    You could also do it by storing the target's UID into a variable within the bullet and then change the bullet's direction every tic, but that's a bit complex to make. I'd recommend going with the turret method.

  • Try to make a variable that constantly counts the enemy's distance to player. Then make the enemy act differently depending on the distance. Usually in beat em ups enemies act defensive and stay away if you're far away. That way they give you the impression of being surrounded while others are trying to attack you. Also a limited amount of aggroing enemies is a must for a balanced game, at least in most scenarios. Make a variable that sets the limit and then randomly make enemies go aggro or back off while keeping the limit in check. Make it so that all enemies can aggro, but have less chance of doing so if they're far away. It gives the game a logical pattern while keeping it dynamic and unpredicatable. There can be some enemies that won't follow these rules, usually bosses or other special heavy hitters. Take for instance the ninjas in Streets of Rage almost constantly aggro you and if they aren't coming to attack you, they'd throw projectiles from distance while staying away from your attack range.

    That's pretty much the logic. Making it work requires lots of testing and fine tuning. It all comes down to assloads of variables, randomly called events/functions and well positioned hitboxes. Leave the eye-candy for last. It'll just confuse the whole process of creating the technical stuff.

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  • There's a Z Order Bar you can access from the View tab. You can choose any object from the scene from there. I don't know if there's any other way to pick objects from under each other.

  • Try making another sprite that acts as the actual controller for the player and pin the animation sprite to it and don't forget to make the controller invisible. Also, am I right to assume that you used Ryu's walking animation as a reference? The fluid movement and size of his feet is very similar to Ryu in Third Strike