LeuNoeleeste's Recent Forum Activity

  • Hello, thanks for replying, I'm gonna try that as soon as I can !

  • Hey Constructors,

    Just a little question. Is there any way (third party or not) to get a sprite's color ? I was thinking of a good way to improve some stuff in the little game I'm currently working on, and until now, I was dealing with several families. One family stands for one color. If I need to know if the player stands on a purple, red, or orange platform, all I have to do is to check if the said platform belongs to the red, purple or orange family. Done. It works, but hell, as soon as my level begins to be a little more complex it takes some times to put every sprites in every matching families. Thus, if I could detect the color itself directly, that'd be great. I'm picturing this as something like this, for example :

    If the character is standing on a sprite with a color between #HexDeciValue and #HexDeciValue then apply this bonus/malus

    Do you know any way to achieve something like this ?

    If you have any idea to improve my mechanic, don't be shy, I'll take it too ! Please know that I don't ask this in the How do I section because I don't think there is a native feature to deal with that in C2 for the moment. I may be wrong of course, and if I am, sorry, wrong post, wrong place. Thanks !

  • Just to add, I'm working on a puzzle/platformer game for almost two years now and I've never had any problem. However, I don't use the platform behavior, but a physic engine (Chipmunk physic). The result should be heavier than any work using platform behavior, but nope, it's smooth as hell. My computer is pretty recent, tho.

  • [quote:1vx5q3wc]Thanks for the tutorial. It does show that C2 still does have limitations - I would like to see any number of lights in a game level, which does not seem to be possible at the moment.

    You welcome, mate. I like to see C2 as the best 2D tool game engine/tool available for now, if we don't consider 3D games made with Unity in 2D style. The said tool is great in vanilla, and his flaws are often compensated by the community. Maybe C3 will provide a way to deal with dynamic lighthing easily, for now, you can work with it on Construct 2 by using one of the various effects described in the tutorial anyway. Once my finals are over, I'll add a new page to explain how to custom the Matriax's effect so you can add as many light sources as you want, using Javascript. This is why the community is so important, it can replace limitations by possibilities.

    Yes, it's somewhat tricky and certainly not as easy as something made by Scirra themselves, but at least, it's right there and it works

  • glerikud Oh damn, yeah I'll fix that right now, thanks for warning me.

    The BumpMapping Effect doesn't have any link because it's directly provided by Construct 2. You have nothing to add.

  • Using the platform behavior allows you to set various parameters including the jump strength of your character and the gravity's influence on him. According to what I see in the video I'm pretty sure you can make a similar thing with the platform behavior if you adjust the said parameters correctly.

    The fact that you openely talk about this in the very HQ of the Community instead of just doing it without telling anyone might prove that you really want to show some honesty, indeed. Or you're just a fool. But still. This is a very sensitive topic, you should not expect a kind or positive answer...I think.

  • I'll write a new page to describe the process to edit one of the effects and add a new light source in it (so you can add as many sources as you want). Gonna do that when I'll have the time. A lot of mistakes are gone too, thanks to various people.

  • Here I am (Nawpe), it seems to be a good idea.

  • Wow, I'm gonna take a serious look at this. Thanks for sharing with the community, mate.

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  • glerikud Thanks, I'm gonna fix this as soon as I can !

    adcornaglia I'm glad to read that !

    EDIT : The french version is online too

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LeuNoeleeste

Member since 27 Sep, 2015

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