C-7's Recent Forum Activity

  • Yes it's possible. You'll have to pay careful attention to z-ordering and collisions. Leveling systems are no big deal so long as you plan and make a good algorithm. It's just a lot of small systems combined into something bigger. If you aren't familiar with the idea of a state machine, you should research that too.

  • Use the playback time of your audio file to cue your sprites. Check the manual for the specific event. Basically, compare if the playback time is greater or equal to a certain time, then (trigger once) create your sprites.

  • It looks neat! I really might give it a go!

  • Start with changing the layout size. It sounds like you may have built your level wider than your level dimension.

  • Is the same/similar i made myself:

    https://dl.dropboxusercontent.com/u/659 ... aster.capx

    The problem is that when you put the shadows with opacity you can see the "Trick". This only works with shadows at 100% of opacity obviously.

    I wonder how the hell the guy of the video made the effect with Construct years ago without shadow caster,etc... <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Ah, sorry, I had a brain fart this morning when making it. Here it is with opacity! The only change is that the lantern sprite needs to be below the shadow casters in the z-order (so the see-through effect happens to what's beneath).

    1 layer shadows with opacity

  • Here, give this a look and see if it's what you're looking for. It's made with beta 208.

    ShadowLantern

  • I lerp its position to an offset of the player's position (like player. X-100, player.Y-20) then apply the sine behavior set to vertical to give a look of hovering.

  • The easiest way is to have a dedicated layer in your game for this effect. I do it for shadows in my game. Your assets need to be in at 100% opacity (it can't be see-through at all) and then lower the opacity of the layer as a whole.

  • The quick and dirty way is to add the Scroll To behavior to your character.

    As you get more into things, you should set the game to scroll to an invisible 'camera' object (just a blank sprite) and then you can customize how the camera reacts and moves.

  • Yes, under system conditions for your event, you can pick "Trigger Once" and add it to your event so it only happens once when the conditions are met.

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  • I've solved this in my game. I have the same mechanic where you can jump down off of ledges but not back up. Here's an image for how I have it set up:

    My events are basically if you're moving down, it disables the solid, changes the player animation, and accelerates the player downwards until they hit the landing object. Everything is reset back to normal controls at that point. Just be sure the landing is wide enough that someone wouldn't be able to get around it and accelerate downwards forever or something crazy (or disable lateral movement, which I don't).

    Some of that is for state management in my game, and I use the bullet behavior in tandem with the 8-direction behavior for a number of environmental things. I'm sure someone has some magnificent way to make it more efficient or whatever, but this works perfectly well.

  • There is. Set that layer to Transparent>No and then change the background to black.

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C-7

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