soggyclog's Forum Posts

  • The link doesn't seem to work for me.

  • Not sure what specifically you're trying to do but can't you do that kind of thing with functions? You would just have to pass in the player ID or something whenever you call the function.

  • You can store 3 masks in the RGB channels of a sprite and tint these areas independently. This method allows for gradients and semi transparent tinting as well, but this is the most basic implementation so any untinted areas will be black (which works fine for your citizens Namelezz).

    <img src="http://i2.photobucket.com/albums/y8/soggyclog/tint_mask.jpg">

    I put together a basic shader and sample CAP file (edit:forgot to include the .FX file before, but should be there now)

    http://www.filedropper.com/colourtinting2

    Right now the shader takes independent RGB values for all three masks so thats 9 numbers. I don't know if there's a more elegant way to have just 3 colour pickers or something.

    This shader can also be made much more useful if instead of storing the transparency in the alpha channel you store a 4th mask, and then have a seperate sprite beneath the tinting sprite to provide the monochrome detail and blend with an overlay mode. The down side to that would be that you need two sprites per character. But yeay, for this kind of pixel art stuff that's not really necessary.

  • Thanks for the reply.

    I've found that containers work great when you have one group of objects associated with one character. The problem I have now is that I have multiple characters and multiple groups of objects that I want to mix-and-match in different conbinations, so containers don't work. Unless I'm missing something about how they work.

  • Based on my forum searches as well as on my own experience, when you use System: Create Object on a family it picks a random member. Is there a way to tell construct to spawn each member of a family in an elegant way?

    In case it helps, here's what I'm trying to do:

    I have different groups of sprites that each represent various segments of characters. At runtime I want to spawn and attach these groups of sprites to npc characters and even switch between them to create combinations.

    So far the cleanest way seems to be with families since I can do the attaching of all members in a single action, but spawning them is a different matter. If anyone has a smarter way I'd appreciate the help

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  • Yeah its a sweet engine for sure... Their material editor is simply awesome.

    Yeah, once you are making more than $5000 profit they'll start taking a good chunk of it. Still really good considering what they give you.

  • Very useful info, thanks!

    Perfect for storing user preferences and such.

  • Not realistic but might be useful as a start...

    http://www.rustwork.net/temp/blood.cap

    Just particles rendered into a canvas.

  • Hi,

    I heard about Construct when Thomas Mahler posted about his game over on CGSociety. When I checked it out I was blown away.

    I got into making games professionally over five years ago as an artist where I've been working on big budget games. I love my job but have always enjoyed playing around with my own ideas just for fun. It seems like big game companies are often unable to take risks due to incredible business pressures and so it's largely up to small independent projects to inject new ideas into the industry. Construct is an ideal tool for this as it lets people play around and experiment instead of following rigid rules and practices.

    Anyway I'm happy to be here is the point.

  • The awesome thing about Construct is that it lets you spend all your time thinking about the creative side of game making, to explore and experiment rather than worry about the technical junk.

    It becomes a questions of "what", not "how". Which is soooo refreshing!

    Big thanks and praise for creating this powerful tool!

  • Ah so that's how it works, when I don't tweak any sprites it does load fast. Totally makes sense now, thanks!

  • Hi! Been lurking for a while and decided to try and contribute an idea in a first post

    I've searched and haven't found anything on this, apologies if it's been discussed before...

    Build times seem to increase quite a bit as soon as you start adding artwork to a game.

    Would it be possible to add an option to globally reduce bitmap dimensions (temporarily) to lower mip-levels for faster compile times and quick iteration. So basically it would only export the images at 50% or 25% resolutions etc while testing gameplay tweaks.