immortalx's Forum Posts

  • bclikesyou Thanks for the bump

    C-7 I noticed that too and it seems the best workaround!

  • Hi guys.

    I've made a simple look ahead camera that has a quick "forward focus" effect when the player is running, but has a slower reset time when the player stops. It seems to work well except when doing a static jump. In that case I want it to behave like when the player has stopped moving, but I can't for the life of me figure out how! Any help would be appreciated.

    The way it works is by pinning an invisible box sprite to the player sprite and constantly adjusting the box's width. The box sprite has its origin and one additional image point at opposite ends. That way, it only grows at the direction the player is facing and the window scrolls to the aforementioned image point.

    I hope my English makes sense and forgive any mistakes cause it's not my mother tongue!

    dl.dropboxusercontent.com/u/14855413/lookaheadcamera.capx

  • Oh man, I'm dying to play a demo of this! I like the fast and snappy movement of that character!

  • Thanks man, it's nice to know I'm not alone feeling this way!

    I find myself doing a gazillion test-runs to see if things overlap properly. If this is the only way, I can accept that. But if there's something I'm missing I'd love to know it!

    Another thing I find strange is the initial viewport position in the layout. Most games scroll from left to right or from bottom to top, so If it has to be fixed in the editor I would expect bottom-left to be more logical.

  • This is a rather generic question but I guess others have wondered the same thing too.

    How do you pros wrap your head around what you see in the editor compared to the runtime result?

    Do you find yourself doing mostly guesswork when placing objects in all the different layers, or is it just me

    Do you prefer having "Parallax in editor" switched to On or Off?

    I'd appreciate if you could share some tips and tricks.

  • Just had tons of fun playing this. It's a perfect showcase of what a limited palette can do and those repetitive music themes, I don't know why, but they are a plus for me!

    I've played a fair bit of retro styled games recently, but for some reason this one really felt like I was 13 again in front of my Speccy. It brought a tear to my eye, you b#stard!

    Great work man!

  • Congrats for the release man, I wish you the best!

    The game is pretty hard but I love those mechanics. I can only imagine the amount of fine tuning it required to play so nicely!

  • Thank you again DUTOIT I really appreciate your help!

  • DUTOIT thank you very much!

    Excuse my poor English (not a native speaker), but I'm not sure I understand the second part of your answer.

    I should have said that if I have a main sheet with 2 additional sheets included, can each of the latter 2 sheets have the same event in them? (and of course each one trigger a different action)

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  • You sir have my deepest respect! The art and mood is out of this world.

    Me and my son are doing a little project with a similar theme and you've been a great inspiration!

    If we could achieve 1/100 of what you've done we'd be more than happy

    Please keep the updates coming

  • Hi guys, first time poster here.

    A couple of questions on this topic:

    • The manual states that event sheet includes are a kind of automatic copy-paste. Am I right thinking that the included sheets are evaluated first and the "host" sheet follows?
    • Lets say I have 2 different sheets: One to handle sound&music and another to handle visual FX. Is it a bad practice checking for the same event on both sheets but triggering different actions? e.g.

    EVENT SHEET 1 (Sound&Music)

    Player collides with Enemy --> Play sound "GotHit"

    EVENT SHEET 2 (Visual FX)

    Player collides with Enemy --> Player Spawn object "Explosion"