Steven's Forum Posts

  • I made them for various reasons, different projects I had in mind but never went anywhere with them. Was a long time ago, back when I was using MMF.

  • Brent_Hamel - Here is the running down the camera look. No splashes but it wouldn't be hard to add, just use another particle effect. As for tinting it, I don't think that is possible with the magnify effect running, however if you play with the range of effects, trying different combinations etc you can definitely come up with something quite good, I have seen a few running around the forums here.

    http://dl.dropbox.com/u/1487524/Scirra/ ... Effect.cap

  • tyfricko - You were pretty much on to it with your cap, I did eventually get to try it. I had initially planned to do it manually like you did, but I use lots of private variables in my workflow, and didn't want to over complicate things.

    gz478 - I saved my caps with the latest version of Construct. So you would be needing that to open them. Here are the final four I went through(out of 14 saved) The last is probably the best, open in the middle preventing the effect bunching up too quickly and becoming flat, and a few rings on the outside to give more definition to the distortion.

    <img src="http://dl.dropbox.com/u/1487524/Scirra/WaterRippleTextures.png">

  • I back up everything. Plenty of caps, and 2 or 3 times a month I upload the entire game folder(all art and assets etc) to drop box. I would be very upset if i lost what I have worked on.

  • http://dl.dropbox.com/u/1487524/Scirra/ ... Effect.cap

    Here is what I have come up with after a bit of playing around with the texture. I couldn't see your test, megaupload is saying it is temporarily unavailable.

    A little updated texture

    http://dl.dropbox.com/u/1487524/Scirra/ ... ffect2.cap

    I have made many modifications trying to find the optimal texture for this effect. Several things to note are that the background image used in the MMF example is helping the effect a great deal. Pressing 1 or 2 will change the background on both caps I have uploaded.

    So there is two layers. The first layer has the background image on it, with a warp effect on the layer. The second layer has the particle effect on it, with a magnify effect on the layer.

  • Keep lots of backups Davioware! Don't let the magnificence become corrupted.

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  • The forum hides half the picture instead of getting deformed. You can see the whole picture by right clicking and selecting view image.

    The hud elements are very very nice looking. The planes could do with some shading to make them look more realistic. There are a few language mistakes in the story there, probably a second language sort of thing.

    Over all not too bad.

  • I really like all the ideas presented here. Especially the function one.

  • What I have in my game is just "overlap at offset +1 then Destroy player"

    It never actually overlaps. You could do the same if you are willing to concede the wall overlapping the player slightly.

  • With both objects solid they will teleport. If you turn solid off on the 'crushers' you can overlap it with the player and check then with a 'overlaps player by 10' then 'destroy' sort of event. If you have it force a crouch you will need to check if the player is crouching before killing them.

    You can definitely force a crouch if the area becomes too small, but you may need to some extra checks for that.

  • There is a distance between two points event under math, which is under system which will help. Give the allies a private variable that is set to the distance between them and the enemy, and have the enemy pick the lowest one.

  • Nope, you won't need to make two objects. Give the sprite a private variable, set the variable to 0,1,2,3 etc and then in events say, "if PV is 2 set period 3000" and so on.

  • Or you are doing something wrong perhaps? When I have problems, this is usually the issue. Bounding box is exactly what it says, the boundary of the sprite, four edges. If you want the empty spaces from transparent sprites to be mapped in the collisions, set them to 'per pixel' However it does not seem to rotate the collisions, so you should give 'per pixel' a go.

  • "Every 100 milliseconds - Add 1 to Value"

    "If value is 50 - Do this"

    "If value is 100 - Do this"

    "If value is 150 - Do this"

    So you would want to change this to -

    Always - add 50 * Timedelta to value

    "If value is 50 - Do this" Will take 1 second

    "If value is 100 - Do this" Will take 2 seconds

    "If value is 150 - Do this" Will take 3 seconds

    If you halved that value (50 to 25) then the steps would take twice as long. Also note that timedelta uses decimal places, so it will be hard for it to land precisely on "50". So if you modify those variables to greater than/less than etc.

    It seems rediculous at first, but it does get very comfortable quite quickly. Have a look through the second topic Tulamide linked to, it is one where he helped me come to terms with Timedelta.

  • I really like the graphic style the game uses, the hi res textures in that video look awful in comparison.

    I bought the game a few weeks ago. Love taking a stack of torches, jumping into a natural cave and seeing where it takes me.