shinkan's Recent Forum Activity

  • eli0s Yes. It works quite nice. Also I made a few modifications for my personal use so I get more params to set (like: glow radius, falloff radius, light intensity, light color and most important effect is not visible on transparent pixels of the object)

    But like I said, until effects of that kind can't accept multiple sources you can't really make fun stuff with them. For example you can't have 5 lasers illuminating background wall...

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  • I just found a program that parts from the same principle! Maybe it's worth a look. http://crazybump.com/

    Crazybump was around for a very long time, years at least... It can produce nice results but it's not free.

  • There's lot of normalmap creators out there already. Free, paid and even online ones, and never had any problem making them for 2d images. So I really don't get what's the point of making yet another soft that works exactly the same as others currently available.

    And also, don't forget that current normalmap shaders available in C2, official one, and one made by some other guy (which actually makes normalmaps on the fly without a need of additional objects) are still limited to only one light source. Which makes things complicated if you want to do some fancy effects.

  • DOWNLOAD, two flavors!

    (SHADER) original mode7 with alpha channel fixed:

    https://www.dropbox.com/s/l3os31etolq3i ... d.zip?dl=0

    (SHADER) same, but optimized for fullscreen usage (faster!):

    https://www.dropbox.com/s/bclis2lvbige6 ... d.zip?dl=0

    What's the difference between them, except that one have fix alpha channel and other is faster? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Faster one does'n not work with alpha channel?

  • Don't know if this is a best approach but i always set window size to 1280x720, layout "Unbounded scrolling" to Yes and "Fullscreen" to scale outer. Then I manipulate my images to fit current device resolution. It's been working great for me on desktops and mobiles with same/lower/higher resolutions.

  • Since you have the map coordinates of the FOV tiles, you could test the tile distance with a Pythagorean theorem and than round the result to get an integer. Then you could set a tile frame as desired...

    shinkan

    Can't you just use the tilemap's "set tile range"?

    hehe yeah... I was looking at the "Roguelike" object in the events, and completely forgot that it's just a simple plain tilemap in the end

  • Lunarovich

    I've been playing with this for a while, but i can't get something like this to work. Where FOV with distance 1 = tile 2 and FOV with distance 2 = tile 3.

  • Finally!

    Thank, great addition to community.

    Is there a way in rot.js to get cell numbers for FOV, to gradually fade it out?

  • If you created an android game you should then have *.apk file which you can install on your device.

  • That is correct

    because in event System: ShootEnemy = 1 you are not specifying which instance of the enemy should be affected.

    You are saying "if ShootEnemy = 1 then set angle of all Enemies towards player"

    Give your enemy a variable - boolean "hit" will be fine. and then:

    -Harpoon: On collision with Enemy -> Enemy.hit set to true

    -System: ShootEnemy = 1 and Enemy.hit = true -> Set enemy angle etc....

  • What do you mean by "responded"?

    Events like SpriteA on collision with SpriteB -> destroy SpriteB will only destroy a SpriteB instance that was picked by collision, other instances will not be affected.

    If you post your capx file, or screenshot of your events, then we could find out what is going on.

  • You need to build your game with XDK and install on your device manually. Currently there's no other way to test Ads with crosswalk.

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shinkan

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