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  • Set value to choose(1,4,6)

    You should read the manual - it's not that long, you get some badges AND, most importantly, some well-needed knowledge on stuff like this.

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  • Sounds like you need to read some very basic tutorials and the manual. Angle is the movement angle 0 degrees points right and every degree over that goes a little clockwise.

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  • Sounds to me like the most sensible thing is an auto-backup system where a user enters a link and the system copies the file to Scirra's server and offers a secondary download link. Every week or month or whatever it could auto-update - if it cannot find the file it just offers the latest available version.

  • Seems like a good start (nice weapon dynamics - the sort-of BFG is quite neat).

    Are you pasting those gibs onto canvas or is it all sprites for now?

    Also the ZQSD controls will be quite terrible for most of the world (I found myself using recoil to move, heh).

  • Or you could add something to make the name longer, like "Animation1" "Animation2" "Animation3" and then just do a Set animation to "Animation" & AnimationNumber <== Your variable sort of thing.

    The problem with "short" names I think lies not in shortness, but in it being a number.

  • Yes, its a gradient fade, can be left to right or right to left etc, but with variables that we can change dynamically via events/actions. Would be great if it had similar options as the default C2 Fade, such as start, wait, fade time and "destroy on fadeout" options.

    All right, I already had plans for linear and radial fades (have a interactive presentation project coming up, could be useful there) so this is very likely to be available. There's no real way to make a Shader remember something, but what I had in mind was position and width (of the gradient fadey part) - so you can programmatically change the position and achieve a decent amount of effects that way.

  • Mind sharing an example? Even a cropped area will do.

  • Export as PNG?

  • I've got a small request, is it possible to make an effect that modifies opacity of a sprite based on its length? Like a fading Laser that's bright at the source of origin and it fades as its further away from the source. I can do it via photoshop but I'd like it to be dynamic in-game that one can change the variable to make various intensities.

    Like a gradient fade? Or could you supply an example?

    I would repeat the usual "It's better to pre-make simple things than use Shaders a lot", but since the next version of your game is aimed at non-mobile platforms (right?) that shouldn't be a problem - in my testing it takes something like 4000 objects with Shaders to get real slowdown and about 2000 if the Shader parameters change every tick. Since I'm on a potato here, basically any PC should do just fine (at least with my simple Shaders).

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Somebody

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