linkman2004's Recent Forum Activity

  • One of the most recent version took out the area that showed what was on the selected layer(I don't know why), so there's no way to get it back.

  • Thanks for the comments. I was more shooting for the effect of an actual flamethrower; that is, a burning stream of liquid, unlike the flamethrowers most people think of, which is basically a big fire coming out of a hose.

  • I think that, on the layer with the ground, there are sprites with the erase effect that will erase what's on that layer, and then there's a sky background on the layer underneath that. I can't remember if it's done exactly like that, but it's similar.

    EDIT: I whipped up an example demonstrating this effect real quick: Erase Example

    Hope this helps.

  • Just a quick little flamethrower effect I whipped up using little balls with physics and the plasma object:

    Flamethrower effect

    It doesn't use pixel-shaders but it's still pretty CPU/graphics intensive. Hope everybody likes it.

  • It uses a black and white sprite(most likely a white ring on a black background) with the "Distort" effect. Then you could just have it scaled up a little bit every step to make it look like a moving ripple.

  • You can update the collision mask of the canvas through events. Just do something like this:

    +Always

    -Clear canvas to transparent

    -Paste Sprite into canvas

    -Update collision mask

    That will give you a constantly changing collision mask on the canvas.

  • I think the ZIP object is broken. I tried using it for something in my game, but it would always crash when trying to create the ZIP.

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  • The wiki page on ticks gives two methods for figuring out the frame-rate: Ticks Wiki Page

  • 1. Hold down control and use the mouse wheel to zoom in.

    2. Set the window size to 320x240, but at the start of the layout, using the window object, set the window size to 640x480. That should double the size.

    Hope that helps.

  • i have vista and sound works for me, probably cause realtek supports directsound.

    the only prob i have with how sounds are handled atm is that its very difficult to make lots of the same sound be overlappable, like if you have 10 enemys with machine guns, and you tell the event to play a sound when they shoot on channel 6, you wont be able to hear multiple guns firing, and its really difficult to make this "un"happen since they are all the same enemy.

    if it can do this please say how? as its been bugging me

    You can just have the DirectSound object autoplay a sound from a resource. This automatically plays each sound on it's own channel.

  • Here's the second demo for everybody to try out:

    Mega Man 2 Remake Demo 2(6.9MB)

    New stuff:

    -Added the hardhat enemy to fight

    -You can get hurt by enemy

    -Bolts now go through walls(like they're supposed to)

    -Added sounds/music(which is why the download is alot bigger)

    -Changed some of the tiles(yes, I realize the ladder is the boss door, but I couldn't find the ladder tile. )

    As usual, tell me what you think.

  • Here's a quick example I whipped up.

    Keyboard Controlled Menu

    The basic idea behind it is you have two global variables: 'menu' and 'submenu'. Menu acts as the current selected choice, while 'submenu' determines which submenu you're on. Pressing down and up will add and subtract 1 from menu respectively. Hitting enter will, based on the value of menu, take you to a different submenu. The bottom choice will always take you to the main menu. You could ultimately string together an unlimited ammount of these submenu's, also altering the number of choices, but this is just a quick example. Hope that helps.

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linkman2004

Member since 15 Jan, 2008

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