SullyTheStrange's Recent Forum Activity

  • Hey guys! Like most of you I've been playing around with all our fancy new shaders r100 brought, and there's one effect I just can't get down right: heat distortion. You know the type, when you look above an open fire and everything's all blurry and wavy.

    I guess the hardest part is that any sprite you apply this to will have to end up being basically invisible, while still able to distort the background... if that makes any sense. Maybe it isn't possible the way I'm thinking of, but if it is, I'd appreciate some help trying to nail it down. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Good point, roberto... I haven't looked into it, I assumed it was a single per year license. Per game doesn't make a whole lot of sense. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I'm not bothered by the price. By the time you have to pay, you already have $100,000! That's a heckuva lotta cash. $2,900 is less than 3% of that. And if you don't make that much, it's free, which it's great for us small guys.

  • Ah yeah, I used that for my Mario World clone when you transform into Fire Mario. Very useful for pixel games. I don't have a need for one anymore, but the idea's got my support at least! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • I've been working on a 2D stealth platformer called Sneaky Ninja for about a year now (there's an old demo here on the forums somewhere if you want to see it), and it's always been a hope in the back of my mind to get it on Steam. Thanks to Greenlight and r100, I might actually get to do it -- assuming I ever finish the thing. School and a job don't make that easy. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Haha, yup... I figured there was something like that, but I've never had to use it before. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Well, the simplest way I can think of is to make a new global variable (let's call it "Destroy") and set it to 1 on the collision. Then in a separate event, say "If Destroy = 1 -> myFamily destroy".

    There might be another way, but this'll do the trick.

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  • Use the "Set animation frame" action within the goalie's sprite and enter "random(0,[Goalie's name].AnimationFrameCount)". That should do the trick. <img src="smileys/smiley2.gif" border="0" align="middle" />

    Make sure it doesn't happen every tick, though, or else your goalie will change frame 60 times a second. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Wow, some of those are great. And some of them are already confirmed to be on the way -- that zoom blur in particular I remember from Scirra's most recent WebGL demo. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • What do you mean it doesn't accept them? What does it say when you try to?

    They aren't text variables that you're trying to stuff numbers into, are they? <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Not sure what an APK is, but for the others... it will usually go slower. <img src="smileys/smiley5.gif" border="0" align="middle" /> But the tech is changing all the time, and it only gets better and faster from here on out.

  • You could use the Werewolf object's "Compare X" rather than the System's "Compare two values". So you could rework that to say "Werewolf: X < player.X+96" and "Werewolf: X > player.X-96". That should give you the same effect while referring to individual werewolves instead of all of 'em.

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SullyTheStrange

Member since 26 Jan, 2011

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