modmoto's Forum Posts

  • 3 posts
  • I am trying to simulate a viewfield of the player with casting a shadow of 70% onto walls. The player is a source of light but I am having troubles getting the light correctly. I have figured out two ways of doing it.

    1. I used a sprite, gave it a solid and shadow cast behaviour and made them overlap. But the result is, that the light causes a duplicate shadow where the sprites overlap, because the two walls are not the same instance. Can I link those sprites, so they get the same collision box? Then the shadow should work, right?

    2. I uses a tileset, gave it the same behaviours. I figured, that in the tileset the collisionbox would be "one" but somehow it is not. There are some "holes" in the wall that I can not explain. It looks like the collisionbox just starts new after some tiles with no apparent reason. Is this a bug or intended?

    After all I would like to avoid creating a new sprite for all walls that stick to each other. This might get tedious after some time.

    Are there any ideas on this?

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  • Ok, thanks a lot, was not aware that this file is a zip. And you are right, the json seams to human readable enough to see changes. I will give it a try =)

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  • Hi,

    So I am fairly new to game design but I work as a software dev, so I am used to version control systems a lot. I just finished the tutorial and i keep expanding the game to learn the engine and I already had two moments, where I really wished, that I could go back and forth between versions to see what I changed to break something.

    The .c3p file seems not to be very versionable, as it is binary and I also do not know where all the assets are saved, so I could at least put them into a vc. I know, a picture or wav in vc also does not help a lot, but had at least an always running project in my vc.

    How do you guys vc your construct projects or is this just not a thing in game dev/construct?

    Tagged:

  • 3 posts