TiAm's Forum Posts

  • Gigatron

    That's exactly what I was thinking of -- I can tie the movement speed to the movement of the player and I get proper parallax, woot! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Edit: Well...in theory at least. For some reason modifying the movement speed in real time causes movement to 'speed along' -- see the capx below for delgado

    delgado

    You could use this effect for top down or 3/4 view as well. The demo sliders do not show the full range of motion, you can set the camera to look straight down.

    Here's a setting that looks about right for a top down game -- you can move back and forth with A/S keys, ala WASD. It's not working quite right yet -- glitches when the movement speed param is modulated...

    https://www.dropbox.com/s/hgddomc2uzi94 ... .capx?dl=0

  • Great effect Gigatron! I paired it with a few layers of your reflect fx to create a lovely seascape.

    If I had one request on params -- being able to adjust the camera X/Y/Z position would be super sweet for proper parallax in a 2d game.

    Your current Horizon X/Y params are actually Pitch/Yaw adjustments (rotational), not positional -- like using your mouse to look around in an FPS.

    Thus, to extend the FPS metaphor, X/Y/Z params would be like WASD/JUMP.

    Either way, thanks!

  • tecbug

    thx for notifying, I'll take a look at it when I can and see if I can fix it

  • Been working on a project that fits this description for the last couple months. Don't expect any of this in C2 at this point, but...

    1. Translucent Inactive Layers is a godsend for working on a game with complex scenery, and also enables selective filtering when selecting objects/select all. However, there is no way I know of to select all of X type of objects on X layer. Selecting an object selects all of those objects in the layout, even when in TIL mode, instead of just those on the selected layer.

    2. Wrapping objects (grouping an arbitrary selection to transform as a unit) is super useful. But...sometimes the rotation handle gets very wonky, ending up far away from the wrapped object, or even so far off the screen as to be unreachable.

    3. In events, we can replace X object with Y object as long as both objects are the same object type, and share all the relevant vars/behaviors/effects for said events. There should be a similar option in the layout editor to replace objects with other objects, preserving size/position/frame/etc.

  • Considering how the rate of updates has slowed, and Ashley's scarceness on the forums (except to deal with bugs), I would imagine that C3 is under heavy development at this point. Course, holidays might not be the best time to reveal the future successor to your current product.

    I'll lay my money on early 2016 for the reveal, with early adopter following a few months later.

  • Would be handy to do this; running into the 10% limit in my current project.

  • linkman2004

    A belated thanks for the reply. I found a slightly more optimized way to do this for some shaders: Effect Mask. For layer effects with a mask variant, the effect applies to the background, ie., all layers below it.

    So, if you want to have an effect apply to all but one layer, you:

    put Effect Mask on a blank layer right below the layer that is supposed to remain unaffected. Turn off layer transparency.

    Add the effect individually to all layers above the unaffected layer.

  • Steam is great. But not for C2.

    Regular.

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  • Here's what I want to do: apply an effect to all layers except one. Is there any way to do this short of applying said effect every layer above and below the one affected? Because that works...but the perf cost is not realistic.

  • Currently working on a game that has a lot of layers (~20). I have an area I prototyped in a project branch that I would like to copy back into the main version of the game.

    But...when I copy the area and go to paste it...everything gets reassigned to one layer. Huh?

    Interestingly, I can clone this selection thru ctrl+mouse drag, and everything stays on the proper layer.

    Am I missing something obvious here?

  • Ashley

    1GB is not an extreme amount of memory at all, unless we are talking about vram (and even there, any gpu worth it's salt would have at least 2GB). Many games require 4 or even 8gb, and even barebones laptops come with at least 4gb and often 8gb. It's really only relevant if designing a game for mobile.

    Ultimately though, not the point. It's a good warning to have as default...but we should be able to disable it.

  • Ashley

    It's a nice idea, but it's missing the 'don't show this message again' checkbox.

    It's really annoying to have this come up EVERY time a large project is loaded, especially since it goes ahead and brings the browser up and start loading the memory use blog post.

    Please give us some way to make this go away. Maybe save the user's choice in the project xml so it would still come up for new projects?

  • Anonnymitet is right: Hold ctrl, use your mouse wheel to get the events to the size you like.

  • sqiddster

    I would never use Text objects unless I had too. Perf issues, formatting issues, compatibility issues...bleh...

    That being said, spritefonts were a pain too...until Blackhornet made GYFM:

    The best thing about GYFM is that it generates a JSON file that can be used to automagically configure your spritefont to the correct kerning.

  • sqiddster

    Glad you figured it out...but are you talking about spritefonts, or actual text objects?