SuperGuy's Recent Forum Activity

  • Will do, thank you!

  • As the title suggests, I was wondering if it is possible to find specific text strings in the array editor since using Ctrl+F in it doesn't seem to work.

    As a bit of background as to why I'd need to;

    I'm using a .json file to inject text into an array object, which is then relayed to the game to display text. This was made so that adding other languages could be done with a flick of an option and translated to other languages with ease.

    But since each line of text is stored in this one array, it's easy to forget if I already added an expression/line of dialogue, and on which line it's located.

    While I could export the .json and load it in an external program to find what I need, I was wondering if there was a classier option/method that I might've overlooked to find the strings I want.

    For reference, I am currently using version 293.3

    Tagged:

  • Hello!

    This isn't exactly a new game but I never posted it here before and we've recently released a content patch for it.

    I thought I'd take this occasion to show it off here. (Better late than never!)

    Introduction

    You are a Humadroid Class-C, you've been put into a maintenance facility for repair.

    A sudden explosion short-circuit your pod releasing you prematurely. You wander and quickly find yourself in the middle of a warzone!

    With bombs going off and soldiers shooting everyone indiscriminately, you have no choice but to fight back!

    Features

    -Dozens of action packed stages!

    -Side scrolling action at its finest!

    -Dismantle the Nadros, a defunct Humadroid PMC gone haywaire!

    -Weapon galore, choose between 5 unique weapons; all upgradeable to that nice "Ka-Pow" point!

    -Visibly get meaner with every piece of gear your get!

    Do it in style

    Chose between a premade or create a custom character of your own!

    Whats "Patch//End_all"?

    The latest content patch (Aka, End_All) brings a Newgame+ mode, featuring new encounters, Boss phases and enemies littering the stages while you keep all your current gear.

    Furthermore, we have introduced 17 new steam achievements!

    Can you withstand the brutality of them?

    Take up arms, Class-C!

    Steam Page

    store.steampowered.com/app/359970/Alpha_Version0

    Scirra Arcade Demo

    construct.net/en/free-online-games/alpha-version-0-demo-11012/play

  • Indeed I have!

    I was planning on sharing a bit more once I had the rooms a bit more fleshed out, but I suppose there's no harm in spilling the beans a bit.

    One of the biggest improvements is the depth I added to the walls

    gph.is/g/4oR7BrJ

    I also made the walls and floor as sprites, so doing things changing theme or even adding animations will be made easy.

    Another thing of note is the dynamic shadow system, which was a real head-scratcher for the longest time since it interfered with the wall's depth system.

    But thanks to the help from the people on this forums, I made it work!

    gph.is/g/4A6Nly7

    Though I wouldn't recommend doing something like this unless you use very simple geometry like I do.

    If you don't; spot shadows will do just fine.

    I wouldn't wish that headache on anyone.

    One other thing that Im particularly proud of is the camera tilt.

    gph.is/g/Zdd0l81

    This one was fairly simple to pull off, here's what holding the walls in place;

    On this sprite, I'v placed a multitude of ImagePoints as anchors for the walls including the pillars.

    All I had to do was squish the Sprite's height, and Voila!

    Of course, this effect only works if the camera is at a 0 degree angle. But for this project, it'll be perfect.

    Here's the latest version for those who want to try it out themselves;

    drive.google.com/file/d/13EhuRmJvzcCAsb7BOTB0U0o3qB302N9g/view

    You can switch between "battle" and "Exploration" mode by pressing "1" or "2",

    Battle mode is what activates the tilt.

    Right now I'v taken a bit of a break on the generation process and I'm now working on some of the more technical aspects like Inventory and character stats.

    Its looking good so far!

    gph.is/g/aj1A9ko

  • These look amazing!

    I'v been using your FunkyQuad effect in my latest project, I had no idea you had developed even more tools related to it.

    I'll be sure to give them a shot!

  • I'v been doing some prototypes with Construct 3 to see how far I can push it performance-wise.

    My biggest one yet is a pseudo-3D dungeon generator; it runs at 4K resolution using textures reaching up to 3000x3000px along with a dynamic shadow system I concocted; all of this without so much as a dropped frame.

    Using construct2 I couldn't even dream of reaching this, C3 is an absolute powerhouse in comparison.

    I'm still testing things out myself, but from what I'v seen and experienced; Construct3 can handle high resolution sprites/visuals really well.

  • The alpha clamp worked!

    Thank you very much for this, you've saved me from an headache and a half!

  • I don't think masks could be easily be implanted for what I'm doing.

    Here's what the walls normally look like in motion;

    gph.is/g/4DkoJm9

    The front-facing walls have two "Layers" to give the impression of 3D depth.

    My current problem is that with my newly implanted shadows, the back layer of those walls are being rendered ontop of the side walls.

    My preferable solution to this would be making the back layer's black turn invisible.

    So depending on the camera's angle I can toggle this invisibility on/off.

    But I'm not sure that's even possible.

  • I'v did some digging and found that your camera works as intended.

    The problem comes from your platforms;

    Their physic isn't set to "Immovable". So instead of staying in place they fall along with you, thus giving you the impression that the camera is going up.

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  • I'v been working on a pseudo 3D dungeon crawling prototype but ran into a snag;

    While setting up a dynamic shadow system I came across a problem which, on paper, should be pretty easy to fix yet I can't find the solution I'm looking for.

    As you can see the back layer of the front wall bleeds into the sidewall. Normally, it'd just be a question of shifting the sidewall to the front, but doing so would let the shadow go on-top of the front wall.

    So the solution I thought of is simply making the back wall's black parts turn invisible depending on the camera's angle, but as far as I'm aware there isn't any effects that can do this.

    One other method would be using 2 different animations (One with black, the other without) and switch between them as needed, but I find it way too inefficient considering the size of the textures.

    TLDR;

    Is it possible to turn a sprite's specific color into an alpha channel?

    I appreciate any help I can get!

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SuperGuy

Member since 19 Sep, 2016

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