pcfernandesjr's Forum Posts

  • Hi guys! Once again, thanks a lot for helping me out with this!

    In any case there's someone also struggling with this subjects, this is the current result, using a canvas object with fade behavior, which will manage to destroy each canvas once they faded entirely and a VFX filter just for testing.

  • I just do it with sprites. If you don't need that many afterimages using a canvas seems overkill. Basically

    Every 0.1 seconds spawn afterimage

    Afterimage has the fade behavior

    The afterimage can just be a copy of your player sprite with the same animation names so you can set the animations of the afterimage on created to playersprite.animationname

    I would like to have something scalable so I can use with other objects, such as enemies and projectiles. Duplicating every single object that would need this effect seems worse than using Canvas, as far as my knowledge goes currently.

  • The drawing canvas plugin included with c3 is similar to the paster plugin. Techniques used with paster should be relevant to the drawing canvas.

    Someone on the C3 discord group also mentioned the canvas feature. It seems it would work, I just need to study it a bit since I never used it.

  • Hi there C3 community!

    Has anyone here ever implemented an Afterimage effects to a character? I'd like to learn how to do it on C3. I am aware that there was a popular Paster plugin in C2 days but i'd like not to resort to that, if possible.

    Afterimages are trail of 'shadows' that follows a character while they are moving or usually doing an special attack, for instance. Like these examples below:

    danielprimed.com/wp-content/uploads/2017/12/Dive-Kick-SOTN.gif

    pa1.narvii.com/6691/405d5fd18f80854e16aa167109abe27cd2f8c6ea_hq.gif

    static.wikia.nocookie.net/streetfighter/images/a/ad/KenShoryureppa.gif/revision/latest

    Thanks in advance

    Tagged:

  • As someone who is working on a sidescroller with stages having somewhat complex layouts, having a tilemap feature is an amazing thing. However, in situations where I want to add a room, or adjust an specific section of the stage, it becomes a troublesome task. Having to use 'select' to do this kind of operation is not the best experience this tool could have.

    That's why I would like to suggest the addition of copy/paste and cut as the option to clearly make a selection that I can adjust by adding or removing to said selection as being able to move this selection across the tilemap area. It would be nice to not have to rely on other softwares to create my layouts since it is way more comfortable to do the most as possible in a single environment.

    Thanks in advance.

  • I was preparing a file to share, but after erasing some 'unecesary' stuff, I tested the file and the game over function just worked as it should be.

    After this I started to look at what I removed, trying to pinpoint the issue, and then I found this in another event sheet, related to some boss events

    My biggest mistake was not thinking thoroughly about all of the related elements that needed veryfication...I inspected everything related to the player object but not the problematic object itself...

    Now I know the source of the issue, since disabling these bits of code makes the game over function work fine... I need to think on how to solve this.

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  • Hey guys.

    I am facing some trouble with the following:

    I have two functions: One called when the player takes damage, and another called when it is game over.

    When the player takes damage, if there's still hp left, everything goes back to normal, if there's no hp left, the game over function is called.

    This is the game-over sequence from the function.

    The funny thing is.: When I call the function by itself, it works just fine. But running the code displayed above with the conditions for when the HP gets equal or below 0 (in other words, if the player dies regularly by taking damage in game), the code just ignores everything related to create the 'bg_color_fullscreen' object and only deals with the code related to the player character.

    media.giphy.com/media/3oiI9GogC2dPI3Rovc/giphy-downsized.gif

    This is what is happening by getting a game over 'normally'

    media.giphy.com/media/LlNbbZ7UILVd8LcQ0w/giphy.gif

    straight-up calling the game over function works as intended.

    I tried fixing this for so many hours, but I haven't found the faintest lead on how to solve this.

    Could you guys help me on this?

    Thanks in advance.

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  • Hi guys! Hopefully you can help me out on this.

    I am aware that C3 deals with sound volume with db. and the help text for the 'Volume' property says: "0 is original volume, -10db is about half as loud, etc."

    So based on this information My tought was:

    Since 10db is about half of 0db, I created a 'volume display' sprite with 20 frames and no animation speed, representing a range from -20db to 0db. Pressing left decreases the frames, right increases it. And I'll save the frame number on an array and use it as the volume when music plays:

    The issue is that at -20db I still can hear the music. And I have no idea how should I do to properly set this up.

    Could someone help me with this? Are there any better solutions to this? Any formula or something like that?

    Thanks in advance!

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  • Thanks for the advice, friend.

  • I think I read somewhere that you can't turn off font smoothing for text objects. Is there a reason you can't use the spritefont?

    I could use it. However I have the intention of translating the game to other languages in the future (russian, mandarin etc) and it would make things more complicated.

    My last shot will be applying some sharpness to the text object and see the results, if it doesn't work I guess I'll use sprite fonts.

  • In your project properties, do you have your 'fullscreen quality' set to high? I've seen low cause this issue with text before. Elsewise it may be an error in the font itself.

    Setting it to High slightly improves it, but result isn't good yet. I'm not sure if this is a browser issue and there's nothing to do about it, or there's a workaround....

  • Hi folks, is there any procedures to make text objects looks crispier? For instance, in the image below I placed sprite font objects in the right side to compare with the text ones and the difference is huge...

    I thought of using regular text objects since I want to translate my project to other languages in the future, but if there's no other way than having it this blurry, than it seems I have no choice than using sprite fonts, is that right?

    thanks in advance.

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  • Thanks for the tips guys, I changed the bits pointed out and it works fine now!

  • I programmed an attack behavior for an enemy but for some reason I couldn't find yet, he goes through the intended loop a couple times and then stops working.

    Each instance has a "timer" value, that is added to the actual timer once they enter in neutral state. Then, after the timer reaches zero, they attack. after finishing the spit animation, they enter in neutral state again, the timer is replenished and the loop starts over.

    Or so I planned, as I said in the beginning, it successfully loops just one or two times before it stops working.

    Here is the code.:

    If anyone can help me with this, thanks in advance.