Ahr Ech's Recent Forum Activity

  • Last week I did a second pass on inventory items and re-worked particle effects for the jetpack so that it leaves a trail now.

  • Wow, this is looking really great! Can't wait to get my hands on it.

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  • but here is the thing... it will never work when scroll is at 0,0 or when crossing the origin. (scroll x=0 and scrollx = -2)

    Ah right, I hadn't thought of that. You're right then, we totally need this!

  • You can set parallax at runtime. Maybe play around with that?

  • In the pathfinding section of your object's properties, you'll have to set Rotate Object to "no" and then use events for all rotation.

  • Wan

    Wow, that looks really great! I love your artwork.

    Here's what I've been up to:

    This is the way into an optional level inside the leviathan.

  • This is my current project, Reliquary.

    And these are from a couple prototypes I built last year.

  • I like to add an instance variable to my z-sort family and sort by the family's Y value + the variable. Then if two instances are overlapping I'll just pick the top instance and set it's variable to something small, like 0.1, so it can be at the same physical spot and still sort in the order I want. I also use that variable to make things that are off the ground sort correctly without having to move their centerpoint or whatever. It's just really handy for an additional layer of control.

  • Node Webkit might have caused it, actually. They have a nasty habit of blacklisting older hardware for WebGL so they don't have to bother with legacy support. Try making a text object and set it's text to "renderer" every tick. (Without the quotes, it's a system expression.) Or you could run it in debug mode and check the renderer from there, but that won't work if you want to test the exported version too.

    If it says Canvas2D instead of WebGL it's probably Node Webkit's blacklist. C2 has a way of ignoring the blacklist that might be broken in the beta so you may need to wait for a full release.

  • Thanks!

    Wisdoms

    The usual method where you have a black layer and sprites set to Destination Out blending for light. One mask for the flashlight and one for each of the computer consoles. On top of that I have a shadow caster, but that isn't really apparent in the gif.

  • I'm working on lighting for derelict ship interiors this week.

    Nice! I really like the character.

  • Dungeon Buster has been Greenlit!

    Just saw the alert on Steam, congrats!

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Ahr Ech

Member since 8 Jan, 2013

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