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  • If you just want to desaturate one layer or layer group use the effect Grayscale and tween or lerp the intensity.

    If you want to desaturate every layer below a certain layer, you can use the effect Saturation. Put it on a layer on top, this will turn the saturation of the layers below to the saturation of the pixels on this layer. Set that layer to not transparent, set the layer color to a grey and then tween or lerp the layer opacity.

  • with the effects scanLines and Sphere you can achieve a very similar look, just tweak the values a bit. :)

  • there also is a free state machine Addon with conditions like on state change you might want to check out https://www.construct.net/en/make-games/addons/441/finite-state-machine

  • does this work for you? lowered total cpu usage from 6% to 3% on my PC.

    drive.google.com/file/d/1Q5-H1ewrMvRhCtd55M4Qs4JyV5zV2yeP/view

  • it snaps the origin to the grid first and only snaps the edges when transforming. So depending on the placement of your origine the edges can be offset even with a object at multiples of grid size.

  • you can set parallax in the layer properties, lower value means slower, higher means faster movement.

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  • like newt already alluded to:

    The way Unreal and Unity can be free is that they have a few huge AAA games made in the engine that pay millions in licensing fees (the fees are based on the games revenue as far as I know).

    With an engine like Construct 3 that (from my point of view) is more so targeted at beginners and small indies, there probably isn't as large of a revenue generated from the top games for a similar system to work.

  • you mean Sonic like movement where he rolls when very fast?

    It's just platformer movement with slow acceleration an decelleration. The spin is just animation.

    Or am I misunserstanding? Do you mean the burnout thing/dash?

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fedca

Member since 6 Jul, 2017

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