Holymonkey's Forum Posts

  • This is definately the sort of thing I'm after, but yeah...I was hoping for a solution that wouldnt have three unnecessary sides (for just a floor) and which would lend effortlessly toward an endlessly scrolling level design as well as a short one loke a room. (Without lining up a bunch of boxes and hoping there's never a slight gap or overlap.

  • The artist could provide an image already drawn in perspective. (A trapeziod) which is already designed to tile semalessly...if construct simply takes each row of the trapeziod and scrolled it at a different speed based on its size relative to the total width, that would gove it the propper scrolling in perspective....then the user should be able to tell it which row of the trapeziod should be sinchronized to scroll at the same speed of the layer its on (if at all) This way you could properly "PIN" the floor, ceiling (or wall if vertical) to the layer in proper perspective.

    Does that make sense?

    This is similar to the technique used for the paralax extension that was recently made for MMF2.

  • There are actually tqwo great extensions for MMF2 that we should all be looking at.

    one is called Paralaxer and the other is called Perspective. Both work wonderfully with very diferent aproaches...and both run very fast with no HWA required.

  • Know what I mean? I want a long horizontally scrolling level, but I want to put the floor into perspective so that evert pixel row scrolls at a different speed....

    I'm hoping there's a beter way than lining up a bunch of 3d boxes.

  • Very exciting Ashley

    I cant wait. good luck implimenting it

  • Yat..I'm glad someone else sees the potential with built in slow-motion control! It might be possible to do with some behaviors with quite a bit of footwork, but having it easy and functional with everything would alow for really cool stuff.

  • Not yet, but I'll keep you posted. Thanks much for the reply. You're post made me realize it might not be too difficult as even with mevement bahaviors like platform, you always have acess to all of its directional velocities.

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  • I think it would be really cool to be able to set some kind of viariable that sets a slowmotion effect, but also allows you to choose which sprites and other objects are effected. Imagine if there was a little tick box in the properties of any object or movement behavior that said "is effected by slowmotion"...and if you checked this box, suddenly you could set the slomotion variable to any percentile value and those objects would automatically animate that much slower, move that much slower, and most importantly even the movements like platform movement would behave slower.

    This would allow for amazing effects for drama or even for gameplay..like a weapon that slows down (or stops) time but not on the player...It would also be a powerful way to allow for a game to be paused with custom menu's and such...just set the slo-mo variable to full stop.

    I know things like this can be achieved with careful programming, but wouldn't you have to create custom movements for it to work perfectly? If this were built into the engine it would really help game makers (even ones with poor programming ability) make drastically more dramatic games.

  • I think I posted it, but could someone verify for me?...I dont know what I'm doing yet

  • sounds good to me...If things could be controlled by variables like that...it would be muych easier to create enemies with AI using the platfoorm movement.

  • I had thought of that (temporary) solution as well....but I'm more worried with compatibility issues once construct is updated to actually support the control-pads and multiple players using movement behaviors....

    In other words, I'm worried if I start developing now, will my CAP file still load when these features are overhauled?

  • If you make a layer and give it unique zoom y rate, then save and reload your .cap, the zoom y rate will be back to 100%. zoom x rate saves fine though.

    This seems true for any number of layers...none save the zoom y.

    Also, On my XP system, the Auto mirror feature still does not work in conjunction with the platform behavior. I can force it to work with an event that says change angle to 180, but as soon as it takes effect, the object falls right through the level.

  • Thats encouraging news. Once movement behaviors can be assigned to control-pads and to multiple players, I'll be hooked!

  • Exactly Arima.

    In MMF2, one could "trick" the game to think that the window (or full screen) is bigger than it actually is....therebye creating the necessary extra image so that one can zoom out. It works great.. I was just wondering if this could be done also with Construct...

    I guess no-ones tried it yet or maybe its just not possible yet. I hope it will be in the future at least...its a very nice feature for 2d graphics accelerated games.

  • Hi...Is there a clever way to allow for zooming out as well as in...currently you can enlarge whats visible, but cant shrink it. (as far as I can tell...)

    Is there maybe a way to trick construct into drawing a larger than window size play-area, so that a camera could "pull back" and show more of the level?

    As in when aponents move away from each other in fighting games like Tekken or Samurai Showdown or Guilty Gear.

    Thanks,

    Holymonkey