UberLou's Recent Forum Activity

  • This is a forest environment I made a while ago. Starting to rework and polish it to fit my game.

  • You just responded to a post I made 6 years ago with Construct Classic. Really digging your pixel art though!

  • KaMiZoTo If you're looking to code your own, I do it like this. Make sure your layout is set to Unbounded scrolling. Have a camera object that follows the player but clamp it's x,y coordinates to the layout size (essentially negating Unbounded scrolling). You can shake the screen by adding random values to the camera position and also add that random value to the clamped min, max.

    The X position for the camera would be something like this: clamp(camera.x, layoutMinX+randomVariable, layoutMaxX+randomVariable)

    You would have to bring the randomVariable back to 0 when done shaking the screen.

  • desjardins2014 There's a saying - drawing with a mouse is like drawing with a bar of soap. If you're on PC, you need some kind of drawing tablet.

  • Thanks for the comments.

    Just a little update. Recaptured the previous shot at a larger size. Starting some FX work and tweaking the colors\lighting.

  • ryanrybot

    Thanks. I'd say at least a few months for a playable build. Right now it's just a bunch of separate systems that I'm playing around with. Once there's more of a game (if it ever gets that far) I'll put out a demo.

  • Got some combat going. Ouch!

  • Hah...I actually do this out of habit. Setting animation speed to 0 was an old optimization trick for Construct Classic.

  • I would love to have this feature as well. I wanted to have multiple weapons in my game each with unique animations. I have a lot of animation frames and would need to unload weapons I'm not using. Since that's not possible, I'm limited to only one weapon.

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  • I get this samecrash on the 64bit version. I've found that resetting my layout preferences works. It might be related to dual monitors because the crash usually comes back when I move some windows to the other monitor. my drivers are updated to latest.

    Edit: more info

    I'm on win 7 with a geforce 760. The 32 bit version of construct also fixes the crash for me.

  • Hey desjardins2014 and , sorry I haven't responded yet. I can't do a tutorial right now because I have very limited time to even work on my own project. Hopefully I can lead you in the right direction though. For hanging on the platform, I just test for overlap at the top of the player’s collision box with the jump through platform. Then I switch behaviors to 8 direction and do some fixups to make sure the top of my collision box matches up to the jump through platform. I don't think it's necessary to use the 8 direction behavior, but because I have some other wall climbing abilities that use it, it made sense for my game. To climb up, I just move the player's collision box up until it isn't overlapping the solid anymore, then switch back to the platform behavior when the climbing animation is done. Hope that helps.

  • Ashley As long as you're possibly updating particles, if i can piggyback on this request. It would be great to get some other changes implemented:

    1) Randomize the initial particle opacity

    2) Set initial particle angle and randomize the initial particle angle

    3) Randomize the timeout per particle. So all the particles don't fade out at the same time. Looks especially bad if you use one-shot.

    4) Timeout to destroy the particle emitter without destroying whatever particles are still on screen. Every particle emitter I make, I need to make the events: For each particle emitter, if number of particles = 0 -> destroy.

    Thanks

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UberLou

Member since 4 Sep, 2008

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