TheDom's Recent Forum Activity

  • Here's how I approached it in a recent game. I created a semi-transparent copy of the player object (named it Trail) and gave it fade behavior. Set it to active. Set it destroy after fade out. Set the fade out time to 0.5 seconds.

    On Some condition> (create a sub event)

    ______System> Every 0.06 seconds > Player Spawn Trail ( on layer below the Player's layer)

    As the Player object moves it creates a trail. You can adjust the timing parameters for the desired effect. In my case, I created a transparency (Trail) at 30% of the original Player Object.

    Worked well for me. Good Luck

  • When you say "motion blur", do you mean creating a trail?

  • Can you post a capx?

  • Just curious, but what do you auction on Flippa?

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  • I think you need to take a look at the manual on optimization and search the tutorials as well.

  • Nice! Thanks for sharing.

  • I've had this issue. Try making the image slightly larger than the canvas area in an image editing program. I'm not talking about the canvas size in C2. I'm talking about the actual canvas size of the image. I generally use adobe Fireworks. Also try adjusting the size of the image. You have to play with it a little bit to get it right.

  • You need to provide some more info. Some screen shots of code or post a capx.

    You could spawn an invisible sprite at touch.x, touch.y while is intouch then

    Spite.X < Player.X 》 Do Something

    Spite.X > Player.X 》 Do Something

    Also use Set Poston for sprite to touch.x, touch.y every tick while it's in touch.

    And destroy the sprite while it's not in touch.

  • Try using the Sytem object set WindowWidth width/2.

  • Did you do it as I outlined? It might be happening because it's triggering every tick. Try

    condition Jump=1>Jump

    __________________ >System Wait 0.2 (or some other increment of seconds)

  • Try creating a variable and call iit "Jump". Use 0 for false and 1 for true and use key down to set value to 1.

    write a condition Jump=1》Jump. As long as the vaue is 1 it should trigger every tick. Write a condition to set the value back to 0 when thekey is released.

  • Use layer scale in combination with scroll to position

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TheDom

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