xcasey1990's Forum Posts

  • 10 posts
  • First, give the sprite the Tint effect, default settings make it red. Then, at the start of the layout, disable the effect.

    Next, give the sprite the Flash behaviour.

    Now create a function that you'll call whenever the player is damaged. In that function, set the tint active, then start the flash behaviour, then wait a period of time, then set the tint inactive.

    I've attached a quick example of this in action.

    Note that this uses a WebGL effect, so this won't work if there's no WebGL support on your target platform. If you want to be absolutely rock-solid, then you might have to create new sprites with the red tint already applied. Flash will work regardless, though.

    Thank you so much this is exactly what I was looking for. I'm updating my Windows Phone 8 app so I wont be able to use the red right now but once 8.1 is released then webgl shouldn't be an issue. You should add this to the tutorials on this site.

  • I was wondering if it was possible to have my sprite flash red and flicker when it is hit without drawing extra frames in another program. And if so how?

  • any free to use background music like midis?

  • What websites does everyone use for public domain or creative commons sounds?

    So far I have seen

    pdsounds.org

    soundbible.com

  • My character has an arrow that I want to allow the player to hit space bar and fire. But if he is turned around I want the arrow to fire in the opposite direction and be mirrored. I added the bullet functionality to the arrow but when I check to see if my character is mirrored I set the arrow angle of motion to 180. But my problem is that the arrows already on the screen turn and go in the wrong direction. How can I fix this?

  • Thankyou, I have an invisible block now keeping my player in bounds

  • Ill have to try that, also I like your game good pun.

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  • I was wondering when bounding a character, if my layout extents the bounds of my character then is there a way to bound the character to a certain area or should I use invisible walls?

  • Since you aren't repeating top to bottom, you could put a transparent row along the bottom edge as well, which should catch the blur that's wrapping around.

    Thanks everyone, this is what solved the issue I stretched my image export from inkscape to include some clear space above and below my tile, this way now I do not get the bottom repeated on top. Although i'm confused about the power of two aspect, is it really necessary for I am trying to do a gradient across my layout that is 1366 x 768 so I would need a very large image at least 2048 x 2048 to cover everything. Would it make sense to tile a 2048x2048 or would it be better to just double the 1366 which is all I need.

  • Is it possible to use tile backgrounds in only one direction? I have a water background that I want to scroll behind my scene but a blue line is on top of my waves because the effect is tiling in both directions thus the blue line is the bottom of my water starting again. How can I fix this?

  • 10 posts