eli0s's Recent Forum Activity

  • Already been done by others. Ther are some samples on the forum So Ashley doesn't need to do this. Also dynamic lighting isn't really traditional for 2D games. Since it can be done without 3rd party plugins and it's not traditional. I don't see Ash needing to do this.

    Hmmm... I was under the impression that C2 isn't meant to create just "traditional" 2D games. I thought that it is a platform that enables people -with little or no coding experience- to create their games, and it achieves that with its intuitive workflow, be it pre-made behaviors, or/and the "amazingly simple to program with" event system.

    To my understanding, a dynamic lighting system can not be done without 3rd party plugins (you need the Canvas plugin) and it's by no means an easy task. The best examples that can be found on the forum are, of course, by R0J0hound (http://dl.dropbox.com/u/5426011/examples14/shadow_cast.capx and even more impressive https://dl.dropboxusercontent.com/u/5426011/examples19/mario_record_w_shadows.capx), and even he states that there isn't an easy way to do it.

    Sorry to put it so bluntly, I mean no disrespect whatsoever, but your "not seeing a need for Ashley to do this", must come from your needs (or the lack of for that mater) and does not reflect the need of the rest of us who require more or different ways to express our creativity. For some developers, the Path Finding behavior (for example) might be obsolete, or even useless, that doesn't mean that Ashley shouldn't have had it within C2. You get my point.

    If anyone is interested, the topics from which I took R0J0s examples are the following:

    Dynamic shadows.. now possible? https://www.scirra.com/forum/dynamic-shadows-now-possible_t73305?&hilit=shadows+R0J0hound

    [CAPX] Yet another shadow caster https://www.scirra.com/forum/viewtopic.php?f=148&t=88188&p=699283&hilit=shadows+R0J0hound#p699283

  • You are welcome!

  • TheDom That's so true in my case

  • TheDom thank you very much for your input and for offering help in the future. I really appreciate it

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  • I don't think it has to do with interest. More likely that knowing how busy Ashley is with C2 development, it's highly unlikely to get dynamic lighting out of the blue. I am sure that if and when the time comes, we will know it beforehand. I remember Ashley asking in the past about priorities and wishlists when a development circle was about to end an a new to begin. That was before the debugger was implemented.

  • Following blackhornet 's instructions I made this example. I think that this is what blackhornet meant and it works in the way you describe.

  • The jerking is due to the scrollingY and the 8direction movement going up actions. You don't have to move the Smurf upwards. You want the fruits and rocks to fall down.

    I changed those things and I am attaching the capx (I removed the music and some images in order to reduce the file-size and be able to attach the file).

    Overall the game has a nice aesthetic, the music is kinda on the loud side and the fact that it's only 8 bars doesn't' help.

  • Can you be more specific? You want to pin the instances onto what? Like having a missile that has a smoke tail pined onto it and when that particular missile gets destroyed the specific tail has to be destroyed also?

  • This has already mentioned a few times in this topic https://www.scirra.com/forum/what-features-do-you-want-to-see-in-the-future-c2_t103752 and I am sure that there are quite a few more topics that request the same thing. I agree that realtime lighting will be a major eye candy and probably add great potential gameplay wise, but it looks like it's a tough beast to tackle.

  • This solution seems to be interesting. Could you make an example using CAPX that I have shared?

    Unfortunately, such an action doesn't exist. I've stated the lack of it on this topic (https://www.scirra.com/forum/viewtopic.php?f=146&t=104264) which criticize the lack of controlling some behavior parameters thru actions. I don't rate this need as high enough though, I doubt that Ashley will prioritize this any time soon.

  • I would add a "Pick" (as opposed to the "Drop") action for the Drag&Drop behavior.

    Also, I believe that the Fade behavior does not take into account the sprite's current opacity value, that creates abrupt flashes when used on sprites with opacity value less than 100. It would be nice if the default behavior began the fade from (or to) the sprite's current (or set from within an action) opacity.

  • You can Tap-click on overlapping Sprites to circle between them.

    From the manual "Hold tab and click a selected object to select the next object underneath in the Z order"

    https://www.scirra.com/manual/64/keyboard-shortcuts

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eli0s

Member since 24 Apr, 2013

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