jlennon38's Recent Forum Activity

  • Doh! You can close this now. Just realised (from finding a copy of the manual) that you can only add effects to objects and layers, not the layout itself, which is fine. Thanks.

  • Hey granpa. Thanks for putting the portable CC up for download. Regarding your above post, If you do still have said cap files and tutorials available I'd be very interested to get a copy of them. Thanks

  • Haha no I do like the challenging nature of it. I thought I'd be put off by the no save aspect but actually it's quite good and it makes you really get the timing of the AI down in each room in order to not lose any unnecessary 'health'. I'll definitely be supporting your next game too.

    Thanks a lot for re-uploading the fullscreen .cap example on the other thread as well. I'm sure that will come in really handy.

  • Haha yes I'm one of the few still using Classic.

  • Just as the title says really. I can add effects to individual objects, but there doesn't look to be an option for me to add one to the layout itself (or maybe I'm just being blind).

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  • Your game is awesome man. I just bought it. Been playing it ever since. It's challenging yet satisfying. I love that it was made in Construct Classic. That engine still beats the breaks off 2 and 3 in my opinion, probably because it is native code, which seemingly the whole user base wants a return to!

    What I find interesting about the aesthetic is that in fullscreen mode it is crisp and clear but not so crisp as to be piercing or headache inducing (which I find with Construct 2). It's not harsh to look at in the way that games used to be when they were played on old TVs. So, my question is, how did you achieve this? Is it a shader?

  • Does anyone still have this.cap? Links are dead.

  • Wow the legend that is R0J0hound commenting on little old me's post. Awesome. Thanks for your input and for everything you've contributed to the community over the years.

  • Hi mate. I actually managed to lose the example myself, which is irritating because I took some time re-creating it in Construct 2 from Clickteam Fusion's antiquated nastiness. I am going to create it again when I get a spare moment, so hold that thought. I will re-post when done. Hopefully I can get to it this week or next.

  • Does anyone still have these examples? I had them at one point but lost them and now the links are all dead. Thanks.

  • Despite the fact that Construct 2 is a far more intuitive program than Clickteam Fusion (or whatever other version name you care to refer to it by), there are a lot of examples out there created in the latter that are quite useful. One type of example is that of the 'segmented enemy'. You know, a base, a head and a bunch of instances of the same sprite that act as segments, which move somewhat in unison with each other. I noticed that there isn't exactly a proliferation of these examples for Construct 2, so I decided to convert one over.

    If any of you have used Fusion then you'll have no doubt come across 'That Guy Over there 123' on Youtube. The link below is to a Capx displaying his segmented boss example. It's not the full example in that it doesn't include a player or the following thereof, but it does contain the most important (and complex) bit, which is the segments lining up with the boss base and head and the sin and cos equations for the movement of the head. I think it's pretty sweet and very expandable so I figured I would do something out of character (i.e. nice) and would share it with you all. In the spirit of said niceness, if any of you come up with some kool ways to expand upon this, please share them on this post so we (and I very much include myself in this) can all benefit.

    https://www.dropbox.com/s/8ytigx3s0tt559r/Segment_Boss_Mine.capx?dl=0

  • You can't put a price on a resource as awesome as this, from such a respected member of the community. I will absolutely be grabbing a copy as soon as it is released

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jlennon38

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