eli0s's Recent Forum Activity

  • That tease is almost unforgivable! almost!!!

  • Ldk Unfortunately it doesn't seem that there is a way to use the Sprites of one layer to mask an other layer in the way that you want. I raise (again, I know, I must be very predictable by now, I am sorry) the need for a masking system in Construct 2. Blending modes just doesn't cut it.

    What you can do however, is to use sprites as color transparencies on top of your art sprites within the same layer(s). Set the webGL effect to to overlay (or color) and make sure the layer(s) "Force own texture" parameter is set to "No".

    Here is an example capx, using 2 colored "transparencies" to simulate the warm color of the sunset and the blue color of the night.

  • What is an opacity layer?! You are using a colored layer with some blending mode to tint the layers (and their Sprites) below..? Something like an Adjustment layer in After Effects?

  • iceangel you are welcome!

    AnD4D You are right. For some reason there are unpredictable artifacts. I hope that the system will be ungraded in the future, this is after all the first beta release with dynamic shadows.

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  • MelVin Thank you, you're welcome

  • E Bear I am having difficulties with blending modes. I am an After Effects user with no experience on Canvas2D or HTML5 so I don't really get all of these modes. I still try to wrap my mind around some of their basic functions. What I really wish for is a dedicated masking system that uses grayscale/opacity values (with the ability to invert the input values) for masking. And that should apply to any layer or sprite. I hope that it's technically feasible and that anytime soon Ashley will make it happen!

  • Ldk Great art! I really dig the silhouette style, the animations and all the parallax details!!! Keep it up!

  • Nice

  • Here is an example in the form of a mini game, that tackles the score subject in it's simplest form. I do agree with Windwalker though, you should check the tutorials and the how do I forum topics.

  • Colludium

    XCELLGO

    Game Studio

    Thanks guys, you are welcome!

  • My first test use the same method as the following capx in order to create the Sun-rays. I've posted this capx on an other topic, but since it's basically the same logic, I feel like it's worth sharing, if anyone is interested in God-rays and/or, even better, care to improve upon my example

  • sadNES unfortunately, I can't get the blending modes work the way I want. Essentially, we want the shadow beams to cut thru an other layer that will hold a sun glow. The problem is that the blend modes ignore black/white values (gray-scale masking) and only care for opaque areas. I can't find a way to make the shadow casting layer (using destination out or source atop blend modes) to cut thou an other layer below that will have the Sun and the glows.

    I had to resolve in some fake workaround, that use the shadow layer with an overlay effect that cast a darker sky color, and some texture glows/rays to fake the Sunlight.

    See the attached capx.

    [attachment=0:1wltx1vi][/attachment:1wltx1vi]

    I am guessing that this isn't very light on resources and I am not sure if this is the correct way to spawn the ShadowObjects on the Cloud Image points. Feel free to improve upon it

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eli0s

Member since 24 Apr, 2013

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