Kenthria's Recent Forum Activity

  • Thanks! Will try

  • doesnt reflect if on the same parallaxed layer either- thought id try.

    Also i feel like this has little documentation. Maybe add an example capx?

  • I wish steam developers got more support :/ maybe in the future. Quite a few of us don't make browser games.

  • I will try this effect out for my submarine game thanks!!

  • I want to use my xbox's vibrate function, and use it with the scrollto shake for a more dynamic experience. Is there a way to do this please?

    It will be played through the nwjs .exe file and not in browser.

  • The pointer has 8 direction control (the yellow circle). The gun has its angle set towards it. In the UI it doesnt work, so the circle is on normal game layers. But I need it to be confined to the screen, and to not move when the player moves. basically to act like it is in the UI. Unless theres a way to have it on the UI layer and get the angle to it properly?

    Thank you!

  • Works well thanks a lot

  • Yeah maybe test for overlap at offset with the wall tile - so you might need to check in a radius or each direction in a square.

    If offset is compared at say X + 1 (or even X+2) then move light to self.X-1

    Do this for each direction or use some trigonometry to calculate the radius

    That should work, I think!

    ~Sol

    I will try this thanks! Will post how it goes.

  • How close do you have to get to the wall before it pushes through?

    Maybe you can extend the collision box for your character so you can't get super close... or move the light object "back" a couple of pixels?

    ~Sol

    Pretty close. I use points that are invisible around the diver to detect the collisions (works for mining etc)- so i could have the collision points further from the diver- however it would give little room.

    How would I move the light object back a few pixels? On collisions with the wall?

    Thanks.

  • I use the shadow light object to contain light inside the walls. The walls cast shadows so it stops the light. However due i think to the size of the SLO, if i push at the wall, the object pokes through the wall, meaning that the wall stops acting as an object with shadowcaster on it. See picture attached.

    Is there a way to stop this please? It looks really bad. Can i resize the SLO or put it on another layer or anything?

    Thank you, Kenthria

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have an underwater pixel art game, with lots of layers and lots of objects, it is currently partly open world, in that it is made up of over 100 different layouts that you move in and out, each of which is 1500 x 1500. I want to make exploration simpler, easier, but having the world put into one big layout.

    All I can think to do is to code (when player is within X distance of coords, create object on layer X). But that would likely be quite messy. Is there a better way of lag reducing a huge layout? I would of course turn off animations that arent in sight, as well as physics.

    Thank you for any help!

  • Bump

Kenthria's avatar

Kenthria

Member since 30 Dec, 2014

None one is following Kenthria yet!

Connect with Kenthria

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies