ChrisAlgoo's Recent Forum Activity

  • zenox98 Sure! There are a few reasons why this would be useful.

    1 - If this was done via the animation system, you would have to create additional frames for each possible state. Say that you had a platformer and you wanted to have this sort of system where you flash white after being hit (similar systems occur in lots of games). You would need to make white jumping frames, white running frames, white attacking frames, etc etc. If it's possible to do something programatically and not put additional strain on your art team, it should be done.

    2 - This is an effect that lots of games make use of. The most popular is how enemies in shooter games turn red when they're low on HP - if masking was a feature, we could implement that in 30 seconds with no additional art required.

    3 - You can easily create visual variation with a system like this. For example, one piece of Dragon art can be a Red/Black/Green/White/any other color dragon, without having to export a new set of art for each color.

    There are seriously a ton of uses for a feature like this. IMO, we should hand off as many tasks as we can to the computer. Imagine if we didn't have an opacity control, and had to draw all of our frames in varying levels of transparency if we wanted that effect. It would add so much work!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yay! Thank you, Digilogue games :)

  • I'm aware of the various blend modes, and they're awesome, but they seem to blend on all layers. What I would like to do is to, say, have a sprite that's entirely white, and blend it with my player's sprite. It would be invisible most of the time, but would activate when the player is hit, turning the player's sprite white for a little while, and not turning anything else white. Is there any way to do this? If not, can that be implemented? Perhaps setting it so that the blend mode only applies one layer down? Thanks!

  • zenox98 If C2 isn't really intended to be an engine that exports to mobile, then that should be made very clear so that people who want to develop on mobile can switch to other engines.

    Fortunately, it looks like Scirra does want to support a solid mobile export - thank goodness!

    Ashley, is there a possibility of a similar iPhone export in the future, with memory management and all that?

  • Maybe you could turn off physics for those blocks when they're part of the ship (and use Pin to keep it in place), and turn physics on when it's time for it to be destroyed and float in space?

  • The new collision system opens up a lot of possibilities, such as water simulations and other fun things with particles. Have you made a fluid dynamic sim in C2, or do you know how to? Thanks!

  • Oh thank goodness. Thanks!

    Best of luck on your iOS launch, by the way. I hope it's huge!

  • I notice they have a new version out recently (1.4.5 I believe). What have your experiences been with it?

    Also, does C2's plugin need to be changed in order to accomodate CJS's new features? If so, is there an ETA on that?

    Thanks

  • My leap motion came in (I got it as a prize from a hackathon), and it's super cool, and I'd love to develop for it. Will it be possible for C2 to read its data, per what Joannesalfa suggested on September 8?

  • Ashley, thank you for continuing to look into this. I really think that this can be a tremendously important new feature, especially for action games.

    Incidentally, how do other developers do it? What logic do they apply to only draw 30 times a second while processing logic at normal speed?

  • +1, a consistent 30 is better than something inconsistent.

  • +1 on both autosave and the forum.

ChrisAlgoo's avatar

ChrisAlgoo

Member since 15 Aug, 2012

None one is following ChrisAlgoo yet!

Trophy Case

  • 12-Year Club

Progress

12/44
How to earn trophies