Waltuo's Forum Posts

    I think it's, frankly, quite rude, tasteless and disrespectful to be hyping a competing game engine on these forums and suggesting it's somehow superior to C2 when the thing isn't even out yet. Yes Spark is intriguing, I'm signed up for Beta myself, but enough is enough. Seems some people are almost trying to extort information/release of C3 from Ashley at this point by desperately threatening to switch over to another (unproven) competing engine. More annoyingly, valuable C3 development time is potentially being lost here by Ashley having to respond to silly messages and ultimatums, so all this seems a bit counter-productive to me. I'm not saying we can't mention other engines here or anything, but there are surely better places for extended hypetalk and marketing jargon regarding a competing product than these forums, no?

  • Workaround would be to make a copy of the building sprite on a layer above the character (or with top z order) and set that sprites opacity to say 66 percent. That way you'll see the character underneath it but not with full opacity.

  • Gigatron YES! This is exactly what I was thinking of, looks awesome!:) Indeed this brings great new possibilities for C2 development. Thank you again for all your hard work. Perfect!!

  • Waltuo you don't ask for much do you?

    I probably am, I'm not going to even pretend I have a clue how all this technical wizardry works so I don't even know if what I'm asking is realistic or not. I don't mean to come off as ungrateful or overly demanding, as what Gigatron is doing is amazing and greatly appreciated. I'm not expecting all my requests to be fullfilled either, just offering feature suggestions for future:)

  • Once again Gigatron delivers, big thanks for your contributions!

    I was wondering if it's possible to set the other faces of an object to show different graphics (for example have the top face have a grass texture, the side faces grass + dirt texture and the bottom face have dirt texture)? If not, maybe you can consider this for future versions, by having different faces be different animation frames of an object or something. Anyway, awesome job and keep up the good work!

  • Now that I've had some time with the template I can say this is a simple yet effective solution that does exactly what it says it does, and works well. Everything is extremely well documented and organized and easy to customize to suit the needs of individual projects. Depending on how many background graphics (template includes plenty of nice examples) are imported there are literally hundreds or thousands of possible combinations, adding a great amount of variety to a game's visuals. Good job!

  • You can set the amount of directions and if the sprite angle changes or not from the 8 direction settings. (properties bar)

  • Nice, will definitely try to find time to participate!

  • Thanks for the code! I've been interested in this template so I will definitely try it out as soon as possible. I will write some thoughts/feedback later this week once I've had enough time with the template. Thanks again!

  • Still looking for a solution.

    To my understanding this can be achieved with Paster and/or Canvas plugin, but does anyone know if it's possible with built-in functionality? I'm not very familiar with either and I'd like to keep my project as streamlined/simple as possible, so I'm interested in hearing if any other solutions exist.

  • I want to use additional sprites over my wall and floor objects, to add varying extra details to them. I want to scale and rotate these sprites and want them to only be visible over the underlying wall/floor object area, so that all the parts not overlapping the wall/floor will be "masked" out and not visible. I know this can be achieved if both objects reside on the same layer and the overlapping sprite is given the "Source atop" blend mode and "Force own texture" is set to yes - however, with a large amount of sprites I'm worried that setting the blend mode to each individual sprite can be taxing on performance (especially on mobile) and would prefer to find another more effective way to do this. Ideally the additional sprites would reside on their own layer and I could just set the blend mode to the whole layer to get the same results, with ideal performance.

    My question is, it possible to use "Source Atop" blend mode between two layers somehow (or achieve a similar effect via other means)? I tried various methods and couldn't get it to work, but that doesn't mean it's not possible with other methods/blending mode combinations I'm not an expert in using C2 blending modes by any means so any help is greatly appreciated. I would very much want to get this to work and do it in a smart way. Thanks!

  • Cool, I've been looking at ways to achieve a 2.5D effect using multiple sprites and parallax, so really looking forward to this! Keep up the good work!

  • Stop this 2.5D/3D nonsense already, there are already perfectly good alternatives to that and Construct needs to focus on where it excels, which is fast and versatile 2D game development. (Who knows, maybe a C3 plugin to achieve this kind of effect/illusion visually kind of like Q3D will be made for it by a 3rd party eventually.)

    What we do need is better and streamlined Export options (including preferably PS4, Xbox One somehow..), improved plugin system/support, easier copying of events/objects between projects, maybe improved physics engine and some new visual features such as more versatile particle options and a dynamic lighting system. Also hoping that old projects / addons will continue to work as much as possible, with minimal changes.

    We will see where it goes and what can be reasonably implemented within time and resources but it's definitely exciting that a new version of this great tool is in development. Also probably wise to not expect all the new features on day 1, I'm sure it'll continue to grow and evolve over time as C2 has.

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  • Interesting. I recommend adding demo / video to the Store to show it in action.

  • You mean this?