UberLou's Forum Posts

  • Got some combat going. Ouch!

  • Hah...I actually do this out of habit. Setting animation speed to 0 was an old optimization trick for Construct Classic.

  • I would love to have this feature as well. I wanted to have multiple weapons in my game each with unique animations. I have a lot of animation frames and would need to unload weapons I'm not using. Since that's not possible, I'm limited to only one weapon.

  • I get this samecrash on the 64bit version. I've found that resetting my layout preferences works. It might be related to dual monitors because the crash usually comes back when I move some windows to the other monitor. my drivers are updated to latest.

    Edit: more info

    I'm on win 7 with a geforce 760. The 32 bit version of construct also fixes the crash for me.

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  • Hey desjardins2014 and , sorry I haven't responded yet. I can't do a tutorial right now because I have very limited time to even work on my own project. Hopefully I can lead you in the right direction though. For hanging on the platform, I just test for overlap at the top of the player’s collision box with the jump through platform. Then I switch behaviors to 8 direction and do some fixups to make sure the top of my collision box matches up to the jump through platform. I don't think it's necessary to use the 8 direction behavior, but because I have some other wall climbing abilities that use it, it made sense for my game. To climb up, I just move the player's collision box up until it isn't overlapping the solid anymore, then switch back to the platform behavior when the climbing animation is done. Hope that helps.

  • Ashley As long as you're possibly updating particles, if i can piggyback on this request. It would be great to get some other changes implemented:

    1) Randomize the initial particle opacity

    2) Set initial particle angle and randomize the initial particle angle

    3) Randomize the timeout per particle. So all the particles don't fade out at the same time. Looks especially bad if you use one-shot.

    4) Timeout to destroy the particle emitter without destroying whatever particles are still on screen. Every particle emitter I make, I need to make the events: For each particle emitter, if number of particles = 0 -> destroy.

    Thanks

  • Here's an update of some climbing features. Also brightened up the tiles a bit.

    A0Nasser I'm not sure If I'm going to keep the double jump but if I do there will probably be some kind of magic effect to tie it together.

  • Global layers wouldn't work because you'd want different objects on your layers. Right?

  • I block out my levels with just solid blocks. Then when everything plays well, I have to go in and add 6+ layers to each layout, name them, set all the properties, effects etc. It's such a hassle.

    Would love to have this feature.

  • Thanks guys.

    Man...I'm looking at this now on a different monitor and its super dark. I'll be doing a pass on the brightness soon.

  • Here is an adventure type game that I've been slowly mocking up. I don't have any real direction with this game, I've just been having fun making a character and seeing where it leads me.

    Everything is still work in progress. I'd like to add a lot more details to the castle. Right now I'm breaking down parts of the castle wall and adding snow drifts trying to get a feeling of a blizzard outside. Looking at this image now, everything is really grey. I need to add some color or maybe the next tileset will be more colorful.

  • QuaziGNRLnose

    So I decided to check out the plugin. Pretty awesome!

    I'm having a problem with lights though...where do you set the position of a directional light? To test it out, I'm just editing values from your 2D physics example. Changing the target x,y and z of the "directional light creation" action doesn't seem to do anything, but the second action to set its position seems to set the direction of the light. Turning on the debug for the light seems to confirm this. I'm guessing that idLast refers to the target node of the light and not the actual light itself?

  • Sounds great, thanks for the answers!

  • Hey this is awesome. A few questions -

    1) I'm interested in 2.5D platformers. In order to make one, I think I would need a Q3D background, a 2D layer for the 2D characters, 2D collision objects, etc, another Q3D layer for the foreground, and another 2D layer for the UI. Is that possible and would that be a performance killer to render multiple 2D and 3D layers.

    2) In the changelist it says: "A resolution controlling mode has been added to the properties..." Does that mean there is a low quality scale mode? I would like to make a low resolution game that when scaled to full screen, the 3D objects would have the same pixel-scaled look as the 2D objects.

    Thanks!

  • Problem Description

    Tab picking can pick objects on locked layers.

    Attach a Capx

    File attached

    Description of Capx

    There are two objects on the layout. The purple one is on a locked layout. The green one is on an unlocked layout.

    Steps to Reproduce Bug

    • Hold Tab and click where the green object and purple object overlap.
    • Repeat the previous step to select the purple object.

    Observed Result

    You can select the object on the locked layer.

    Expected Result

    You should only be able to pick objects on the unlocked layer. I have many overlapping objects that are difficult to pick because of this bug.

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    Stable 190