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  • You could create a sprite to be the target. So you cam make the target be ahead of the player by say 100 pixels with this:

    every tick

    --- target: set position to player

    --- target: move 100 pixels at angle player.angleOfMotion

    Then you'd do your lerp scrolling to the target instead of the player.

  • From the sound of it that is the case. I can understand it is more performant to do the pasting when everything else is drawn, but it does nerf its use in a lot of ways.

  • If the platform has no thickness you can do this. Just have the origin at the top. Z is any value you want to adjust the effect. 1.5 could be a starting point.

    Set height to self.y-((self.y-scrolly)/z+scrolly)

  • No, I don’t believe so. Not with the features exposed to the event system as I recall. AA can be disabled on html5 canvas elements from JavaScript with a variable that differs with different browsers. I’m not going to touch that though. It requires modifying the plugin.

  • That's a pretty cool result. The issue is caused by the texture packing, it throws off the uv's. I never found a solution. It's just one of those things I considered broken and never touched.

    You can avoid the texture packing by manually loading the animation frames from events. Basically put all the images into the "files" folder in the project bar. Then at the start of that layout set the animation frame and use the load animation frame action to load the image file. Maybe use smaller dummy images initially. It's an idea at least.

  • You’re making an assumption with how it’s implimented. It’s probably trivial to convert, but I don’t find it worthwhile to do so.

  • There isn’t anything I can help with. I only use c2 and am unfamiliar with making c3 plugins.

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  • You’d get better performance with a tilemap instead of multiple sprites. There are a few examples on the forum you can find with search.

  • If you make the river area a solid color you can then use a blend mode to put a tiled background within it.

    So create a new layer. Set force own texture to true. Place a sprite for the shape of the river. Put a tiled background on top and set its blend mode to destination in.

    I guess for the shore lines you’d do an additional layer or something.

    You could also create the river with multiple sprites or you could draw a big polygon with the canvas plugin.

  • I've done it with an array. That zorder action wont really work here. Say you have an instance variable "z" for both sprite and tiledbg.

    Every tick

    -- array: set size to (0, 2, 1)

    for each sprite

    -- array: push sprite.z to front x

    -- array: set at (0,1) to sprite.uid

    for each tiledbg

    -- array: push tiledbg.z to front x

    -- array: set at (0,1) to tiledbg.uid

    every tick

    -- array: sort x

    array: for each x

    -- sprite: pick by uid array.at(array.curx,1)

    ----- sprite: send to front

    -- tiledbg: pick by uid array.at(array.curx,1)

    ----- tiledbg: send to front

  • Plugins seem like an overkill for something like this.

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R0J0hound

Member since 15 Jun, 2009

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