Xypo's Forum Posts

  • 6 posts
  • I think it looks good. Though it's a bit hard to play, because I seem to fall through stairs and blocks a lot.

    Then I got to the part where the screen went black with white text on it, I decided to be funny and walk back, not one of my best decisions. <img src="smileys/smiley26.gif" border="0" align="middle" />

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  • I've done it differently now.

    I'm using a big image that follows the player.

    It's a black rectangle with a transparent center. Blend mode set to 'Source atop' with the layer set to 'Force own texture'.

    Not sure if this is the best way to do it, but I thought I'd upload the .capx for others that might find it useful.

    dl.dropbox.com/s/8vxnru7ugaq1mwc/FlashLight.capx

  • Hi all,

    I'm trying to make a (flash)light effect for a platform game. I've used the method used in the example file, by creating white circles on a black layer with blending mode set to 'Destination out'.

    <img src="http://i47.tinypic.com/14n1ufb.png" border="0" />

    Now I'd like to exclude the background layer from this effect, the following image shows what I mean.

    <img src="http://i45.tinypic.com/ms2e03.png" border="0" />

    Is this achievable through blend modes? Could I somehow set a layer to mask the underlying layer like in Photoshop?

    Here's the .capx, but it's not that different from the example file.

    dropbox.com/s/wagtcfct4yrk7wo/Lighting.capx

  • That's indeed what I meant.

    This is perfect, thanks for the help!

  • Hi all,

    I recently discovered construct. I'm trying to figure out how to make enemies spawn at a random instance of an object.

    <img src="http://i49.tinypic.com/jsgh3s.jpg" border="0" />

    I've managed to do this through a variable that is randomly generated every x seconds. The enemy sprite teleports to one of the pink squares.

    <img src="http://i48.tinypic.com/358s7r6.png" border="0" />

    What I would to do now is have the enemy sprite avoid a square when the player is overlapping it.

    I'm having a hard time coming up with a solution for this.

    Is there perhaps a way to make a reference to an instance variable instead of the UID?

    Here's the .capx file:

    dropbox.com/s/qy18prn693ed5nd/Teleporting.capx

  • I'm trying to make a platformer.

    To avoid collision issues, I'm building the levels with square blocks, have it all set to 'snap to grid'.

    For some reason my character will get stuck on a slope (between blocks) when it's maximum speed is (too) low.

    I've checked the collision boxes, but they seem fine to me.

    You can see the problem in this file: dl.dropbox.com/s/9enxw8y60tfi5fy/Collision%20Problem.capx

    Is this not a good way to build a level? Or am I forced to keep my character moving at higher speeds?

  • 6 posts