newt's Forum Posts

  • It might work on a layer, but not with force own texture.

    Thats just how destination out as a mask works with Sprites over other Sprites.

    You don't need force own texture if you are pasting into Drawing Canvas for instance.

    No idea on why its not working on new instances.

    Make an example, file post it.

  • That's the only way it works.

  • Layer: Force own texture

    Object: Destination Out

  • No, but Mum can.

  • Yes. You just have to decide on the data type, and object type you want to go with.

    Json is the most versatile, and Tilemap is the most cost efficient.

    You need some clarification here: construct.net/en/game-assets/graphics/special-effects

    Theres Fx, and pngs in Effects.

    Shaders should have their own category.

  • We had a section that would automatically post when a user added something for the old store.

    Its was kind of cool as we would see new things when they were added, and then make inquires right there.

    Then again you wouldn't want every thing in the store all at once when they launch.

  • Ok, but shouldn't this be in the store section?

  • Wait, so you also do a Steam version, like a full on C++ with the Steam api and everything?

    Are you checking out the Windows Wrapper?

  • Gave it a quick try too. Works pretty good, performance is nice, filesize is nice, I hope it will support greenworks in the future :)

    He's already said that Greenworks might be a no go, but the regular sdk might be doable.

    Its definitely something we need though.

  • Well, that's exactly what the built-in Xbox exporter does, and as I said it seems nobody uses it...

    Microsoft shot themselves in the foot with the way they handled UWP, and their store front was also handled badly. Then when they decided to switch to Chrome we didn't have a clue as to what would happen to Universal Apps. Also third parties offering multiple platforms is a no brainer.

    Then again, cloud gaming offers the same thing, but everybody thinks that's a passing fad because of Googles bumbling.

    Is it?

  • The thing with particles is that they don't cover the screen all at once. If you do need that you can load its state from json.

    Then again on closer inspection I would suggest using a tiled background and changing its texture offset.

    I should also say that it would need two different tiled backgrounds, one to erase the sky and clouds, and one as an overlay.

    To get the parallax with the sun and clouds you would also have to paste into a drawing canvas right before the wipe. But that means you don't have to use a force own texture, but change the drawing blend on the canvas.

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  • Im guessing that if Scirra were to try to add console support they would have to charge for it.

    You have the gm $800 as your starting indicator.

  • You could probably use a layer set to "force own texture" with a particle object using a "destination out" blend.

  • Update:

    Using the Z index feature for some fake 3d gets some spectacular (voxel,vexel?)effects, but it does run into the issue of added objects. To combat this I've changed the plans from filling the entire map with "Nodes" to allowing them to be destroyed. To expedite object culling I've updated the final attack, a bombing run, which instead of just getting rid of a bunch of towers/structures, it now has a great chance of destroying Nodes.

    Of course I don't want to punish the player for playing the game, so now I'm thinking of adding another mechanic. One I swore to never do again. Match three.