Smileh's Forum Posts

  • >

    > > elliottmarcjones

    > >

    > > Put it into "behaviors" folder, not "plugins".

    > > Or uses this tool to download&install all of my plugins

    > >

    >

    > Happens the same for me and I'm placing in the right folder. Your zigzag works good tho.

    >

    That error is ALWAYS because it is in the wrong section.

    Have you un-7zip'ed it to it's own folder within the 'Behaviors' folder?

    If you continue to have problems then it would probably be easier just to use the tool Rexx refers to in his reply above your post.

    Yeah it is set in the proper folder without any subfolders. I have a bunch of rex behaviours and all of them load properly and they're all in the same folder format.

    Used the rex tool and installed it. Whenever I load the capx still says the behaviour is missing.

  • elliottmarcjones

    Put it into "behaviors" folder, not "plugins".

    Or uses this tool to download&install all of my plugins

    Happens the same for me and I'm placing in the right folder. Your zigzag works good tho.

  • So not sure if I'm not using C2 correctly but when you have like 4 tilemaps it becomes almost imposible to drag and drop other objects around..

    I have a tilemap for solids, one for jumpthru, one for overlay and one for just decoration purposes. Now it doesnt matter which layer the object is, it always autoselects a tilemap. I can lock the layers where I have the decoration and overlay tilemaps but then it always autoselects the level or jumpthru tilemap even if its on the lower layer and I have objets on higher layers..

    Is there any kind of way to disable "auto select" or something like that? Feels imposible to work with.

    Thank you

  • Amazing. Pretty solid mechanics and looks soooooo damn flawless

  • Hey guys.

    So my very first project starts up in the sewers as some kind of slime made out of junk, bacteria and nasty stuff. So far got most of the tileset done but since it takes place on the sewers the background feels kinda boring and plain.

    I made a few patches to place on the top of the tiled brick background to make it look better plus I have pipes and water pipes around as a decorative tilemap.

    I'd like to do some paralax but I just don't think it would make any sense right?

    This is kinda the sewer style I'm going for, but in pixel art 16x16 sprites.

    Any ideas or feedback? Thank you!

  • Smileh I use a layer because I don't want my fullscreen fx to affect the HUD for example.

    Thanks for the help!

  • Nevermind. Just figgured out it was Chrome. Tried on Edge and works. That explains why I couldn't make it work yesterday either. I was starting to think that I was dumb as a rock and it was my browser lol

    KaMiZoTo Btw I apply it to the layout not the layer and I don't have to use the noisemask trick. I guess you doing it on a layer because it causes some trouble to have it applie to the whole layout in your game? Would love to understand the reasoning why not applying to layout.

  • Smileh This shader effect is not related to bounded or unbounded scrolling. It's a fullscreen effect, whatever is on screen.

    Here is a simple Capx to show you how it works.:

    https://dl.dropboxusercontent.com/u/13847313/Scirra/ShakeCamExample.capx

    You will see a ShakeEffect layer. You can use a layer like this for all your fullscreen fx.

    In order to affect all the other layers behind this one, I use a trick. I include as first shader fx on it a NoiseMask (set at 0). After this one, you can add the fullscreen shaders you want.

    The important thing to know is to be sure you have at least ONE object (whatever it is) on this layer. (or the shader won't be applied)

    I hope it will help. I'm not good at explaining things. ^^

    Something might be real wrong because that capx is not even working for me. Spacebar ain't working for the shake. Tried switching to another key or trigger by a different event, just not working or my browser is real bugged. Not sure

  • Smileh: Are you sure your Layout "Unbounded scrolling" property is set to "Yes" ?

    This is supposed to be an alternative to use unbounded scrolling as far as I know. Otherwise we would just use the scroll to behaviour shake.

    Maybe I'm all wrong but Kamizoto refered me to this thread regarding shaking without unbounded scrolling

  • Somebody, I agree with kamizoto on the duration statement. It shouldn't be uber hard to add another extra parameter where we can input a time measure - a simple "screenshake every X seconds" parameter.

    Currently I'm using a Function for this since I kinda despise variables =P http://i.imgur.com/vIKICqQ.png

    I'm no programmer so my logic sucks, but if you add that 3rd parameter, I can get rid of the Function "object".

    I'm using your events and they won't work for me. Any idea what could be wrong?

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  • Somebody I'm having troubles setting this up. Tried all different steps here and none of them is doing the shake for me.

  • Yeah I have tested that. Even then it will wait until finished flashing

  • well, if the animation's not supposed to loop and it's not supposed to stay on the last frame, what's it supposed to do when it finishes playing? and whatever the answer to that is, tell it to do that when it gets done playing the animation...

    Ive done that. It doesnt change anything

  • So. Long story short. I need unbounded scrolling for screen shake purposes. It totally messes up the layout.

    I might be stupid but there's no way to actually fill the white spaces the unbound scrolling shows because if I enlarge an area to fill those gaps, it just keeps showing white borders.

    How do you deal with this? Excuse me if this is an stupid question but I haven't figured it out.

  • Hello.

    So far I can't really understand why would you use unbounded scrolling or not. It just disables layout limit so why not just increase the layout size instead?

    Could someone with experience elaborate some pros and cons for a platformer game like Super Mario, Megaman, etc?

    Thank you