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  • This topic might be helpful for you:

  • I'm thinking that you could set your dt*speed that you're using for the road and the buildings as a global variable. Then when you're spawning the sinkholes and oil slicks, you set the speed to that variable, that way it's always up to date.

  • This is pretty cool haha. Love all your contributions. If it were possible to buy you a beer, I would.

  • My thinking is that you can either set an array or global variable (the array would probably be better) to be set with the numeric values for the color that you want your text to be. On the start of your layouts you set the text color to the values you saved when selecting color in your initial layout.

  • Did you test it up as: 192.168.0.12:50000 on the other devices or did you just use the ip address? You'll want to tack on the ":50000"

  • As far as I know, both objects would be triggered if they were overlapping, unless you wrote a line of code in to control for the Z order (object a's Z order = greater than object b's z order; on touched = set state to XYZ)

    You can do the same sort of check for object visibility.

  • For the record, there should be a thread consisting purely of R0J0hound 's posts.

  • Hmmm I suppose you could have a for each condition that lerps the current x,y to the previous UID's X Y in the chain? but either way, I'm rereading your original post it it looks like you want a solid body. I'd experiment with having one appendage that spawns a duplicate sprite that has a fade effect on t. As the number of appendages increases you can increase the number of instances being spawned/adjust the fade time and see if that doesn't get you what you're looking for.

  • I haven't made a snake game but my thinking is that you might want to try looking into setting an image point outside of your snake head, and additional appendages

    You can have a global variable equaling he UID of each appendage as it is created and use that to give a reference point for spawning new appendages (Pick Appendige by UID=global variable).

    Each appendage sprite could have its own variable for UID that could be set the the UID of the *spawning* appendage and used to set it's position to the aforementioned image point.

    This is all just me thinking off the top of my head so let me know if this is helpful haha.

    Otherwise, I think that if you've found a tutorial that uses arrays, I'd really invest time into getting a handle on it. Arrays are tricky but very useful.

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  • It might be beneficial to request this effect in the effects forum.

    My other idea is moving the layer with your player behind the background layer and using the opacity to get the effect (just thinking about the example you posted). -Or you could even add a layer between the player and whatever platforms you have (I'm assuming this is a platformer but I realize you didn't specify that) and get the positioning and parallax synchronized and adjust the opacity of that instance, specifically, that way you maintain that vibrant color.

    You may need to move other layers/objects around too to get things looking right but it could be as simple as that.

  • I would think that you could just set the z order of the white box to a lower number than the gradient box, then set the opacity of the gradient box to lower than 100 (say, 70). I'm not sure a blend mode is required.

  • Final Fantasy 7 isn't listed and is well worth your time. Also, Diablo 2 is the bomb. Sacred is alright. Balder's Gate. I'd look at what Gog.com has available and see if anything speaks to you.

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ultrafop

Member since 26 Jul, 2015

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