Jerbens's Forum Posts

  • Upon using the updated site for addons and plugins, turning off "show paid addons" shows a "No addons found" error"

  • Made a build using the latest version of NWjs. Sadly, this one crashes when trying to access the cloud. I know this is not an officially supported way of using construct, but thought I'd toss that in there since some people had the same issue years ago. I use this to access local files much easier and test potential steam versions of my game.

  • Adding my name to the list for "repositionable vanishing point" It's literally the only thing preventing me from using this object at a professional level

  • If your goal is to use anything mesh related, the answer is going to be Spine.

    Spriter 2 is still in alpha and will be supporting unity before C3. Spriter 2 is looking VERY promising and if you have the money you should support it. However, If you're aiming to make something right now Spine 2d is the only actual option.

  • If I understand correctly, the goal is to have the scene graph work live in the editor, correct? Does that mean it will work with the timeline as well? it would make animation SOOOO much easier

  • I'm glad you're still active on this behavior: it's easily the most used in my collection.

    I don't know if it's easy to do, but is it possible to add an action to change the parameters of the starting point?

    For example, A tween object that, when spawned at a spawner object, has a target at the bottom center of the screen. If the spawner moves, the tweening object doesn't change it's course. I would like to be able to have the tweening object update it's coordinates to the spawners new position as if it's on a tether. I think this would be work if I could update the tweening object's starting point. Is this possible?

  • is there an updated link for this? I would love to try it

  • Oh man! this is looking AWESOME. I was making this back in MMF, but this version takes the cake

    The only thing I suggest is gearing this plugin more as a "psuedo 3D" set rather than just outrun. There's a lot of different games that could use this! Space shooters, space harrier, maybe some games with fake perspective. I'll take a look at this later tonight

  • Ugh...this is seriously discouraging, considering I was really aiming for the system and now there's no way of me exporting to it currently. I thought that since it could export to android, it'd be a no brainer, but this is a real mood killer :/

  • So THAT'S why you're struggling with it now. I was trying to figure that out.

    From my experience in the past (multimedia fusion), working from the image point is not the way to go. you leave that on the base of your object.

    I start out with a center point sprite that represents the point of origin, when the object rezzes at the horizon, the X and Y instances are set to their destination X and Y (where they will be when they reach the front of the screen. the Z variable will be the percentage of the path from the point of origin to the destination. when an object is at 0, it will be a the horizon, and 100 will be at the front of the screen, scale at max. objects on the ground have a Y value as the bottom of the screen...

    the hard part is getting the formula right to make it look like 3D. when I'm not busy, I'll send you what I know

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  • Rex, I don't know what it is; but every time I try and get your plugins, I can never connect to the servers! even he individual downloads get denied

  • This is really neat and performs well! But something concerns me; how would someone map sprites onto this to follow the pseudo 3D? this would open up a world of possibilities if we could do that

  • damainan! I saw your videos but never got to try your demos. I am SERIOUSLY wondering what kind of formula it takes to get the effect you had in your game. is the movement just a bullet?

    I would like to use that sort of fake 3D to add perspective for my pinball engine, but I have no idea how to change the Z based on the Y position (which would be hard to map that to a normal movement. does your engine support Z-layering too, or is it just sending to the back when they rez?

    I would love to see what you got going now that you're struggling with. 1 because I haven't been able to test your engine out yet, 2 because you speak of mode 7, but that was confirmed unsupported. Unless you mean procrastinator's effect, which isn't quite mode 7 in reality

  • Is there another version of this "physics layers" demo? I really need it for a project

  • Procastinator...I may be wrong, but wouldn't the sinewave behavior be perfect for something like this? i mean if it scales and moves slower as the distance goes farther back, that's probably something that'd be perfect for the sinewave