Hans the Red's Recent Forum Activity

  • I should have clarified: This is a 2D game, not top-down. The moon is in my "background" layer, the player and building are on the "main" layer, and the light sources are above that on the opaque "light" layer.

  • I have a project where, following the lighting demo capx, I have my top layer set to an opaque black, with "splotches" of light created with the Destination Out blend mode.

    In my layout, I have the moon as a light source, and there's a building that stands between the player and the moon. Light from the moon (in the background) should not be able to penetrate the front of the building, right? What I want to do is make it so that light from the moon cannot shine on the front of the building.

    I've tried tinkering with the idea of having multiple opaque layers, but that doesn't seem to work. I've been stuck on this issue for a while, and I'm not getting anywhere. Help and guidance would be greatly appreciated. Thank you.

    EDIT: This is a 2D game, not top-down.

  • Who, if anyone, do I need to credit for fonts used in a commercial project? For example, let's say I make a SpriteFont sheet with the AR CENA font. In order to use the font in a profitable C2 project, would I need to credit the creator of that font, or would I maybe even need a license to do so?

  • When the "Camera" object reaches either end of the layout, the grass in the foreground seems to "slam." What I want is for the foreground grass to keep scrolling while everything else stays still. Is there any way to accomplish this?

    LINK:

    https://www.dropbox.com/s/e7qy3vkfe7yw9 ... .capx?dl=0

  • In a game I'm currently working on, I'm trying to write an event for a "room-scrolling" object where it moves up 800 pixels when the assigned key is pressed. However, I also want the object to accelerate at first, then start decelerating halfway through, but still move exactly 800 pixels. I've tried this in numerous ways, but a few issues I've had are as follows: 1.

    The RoomScroll object does not move consistently with every run-through. It might move by a marginally different amount sometimes, but at other times it can get 10, 20, 50 pixels off, and I don't know why.

    2.

    It does not move exactly 800 pixels. It seems near-impossible to make it move exactly 800 pixels.

    3.

    The movement looks uneven. By this I mean that it seems to accelerate faster than it decelerates.

    If anyone has a solution to this problem or perhaps even a formula, it would be greatly appreciated. Thanks! Hans the Red

    .capx file: dropbox.com/s/jeuyuz3hjh3o8

    qt/Stairs%20Bullet%20Movement.capx?dl=0

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  • A big hello from Minnesota!

    My name is Hans, and Construct 2 is the second game engine I've used, the first one being Scratch by the MIT. I found out about Construct 2 when I started taking a game design course at my high school three weeks ago. My favorite game is Super Smash Bros. Melee for the Gamecube, so don't be surprised if you see a parody of it!

    I'll mainly be on the forums to ask any questions that I may have, but also to introduce myself to the game dev community.

    I look forward to being on here!

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Hans the Red

Member since 1 Oct, 2016

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