eli0s's Recent Forum Activity

  • As LittleStain said, there are specific actions for the mouse object that do exactly that. Here is a capx.

  • warville , you are welcome! Please keep in mind that you do need to use the Glass webGL effect on a layer! Other than that, yes, it's pretty simple

  • If I understand you correctly, what you can do is to create an empty layer above your grid (lets name it "Ripples"), put the Glass webGL effect on that layer and use a sprite on the "Ripples" layer to push the effect through. The opacity of the sprite will affect how much of the effect will pass through.

    See the attached capx.

  • Very nice stuff! Thanks for sharing GeometriX !

  • nickl ,

    You are welcome, I am glad I helped!

  • You can more effectively control what happens in your game by using variables. In your case, a variable that checks if the player has been hit or not can solve your problem. I've updated your capx, check it out.

    Also, as a side note, try to use the Tilled Background object for repeated textures, I've also changed the platforms and the ground in your capx.

  • Sonyika , I haven't tried the video plugin yet. Can you post a capx with a small sized video imported? If you do so, I could check it and perhaps find out what's going wrong.

  • Can you provide a capx or at least a photo of what you are trying to do?

  • As Tylermon said, many of your questions can be answered by the ghost shooter tutorial. Go to the tutorial section on the site and follow the first 3. The game mechanics inside them will provide you with valuable experience. If you do those tutorials and still have some gaps on how to set up a system that does the things you ask for, post again here. It will be much more constructive for both you and us to guide you then.

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  • I am using this setup to achieve similar results. This has the added benefit that you can use conditions and change the camera's position to somewhere else than normal, if for instance you want to point out a part of the layout to the user.

    The scrolling is happening automatically by the 2 scroll to behaviors that exist on the Player and the camera sprites. Of course, you want the camera to be invisible in the game, I've left it visible for illustration purposes.

  • In my opinion, a 2d environment should provide more relaxed depth perception experience than a full fledged 3d world. I think that anaglyph 3d could be already possible with some post effects. But for active, pasive or OR methods of viewing, as was previously stated, you'll need a 3d workspace and 2 cameras.

    By the way, I'll take this opportunity to beg for a 2.5d workspace, again

  • The part with the respawn is using a loop, it's just a way to do something in few events and it makes the need of the placeholder sprites (and all the hustle arranging them) obsolete. It's not nothing necessary, although all those placeholder instances might add a few draw calls that tax the CPU a bit. But If the framerate is great, all is good

    As for the web storage and Facebook stuff, I know nothing about these subjects yet, so I can't help unfortunately. I a m sure that there are tutorials for high scores though, try to search the tutorial section on the forum.

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eli0s

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