purplemonkey's Recent Forum Activity

  • Wow, lots of good stuff in this thread

    Here's a small clip from a Street Fighter/Metroidvania hybrid I'm working on - testing and tweaking some boss AI here:

    Street Fighter/Metroidvania sounds like a really fun game. I'd like to suggest a parry system in the vein of Street Fighter III!

  • purplemonkey Whoa! Yonder is one of the best looking games made in Construct! Besides that, the co-op seems very interesting.

    I understand there are two people working on this game. How do You manage to share the work? Is it "hot seat" or some fancy branching and updating app?

    Thank you! Oh no, nothing fancy at all. We mostly use google docs/sheets as a management tool. We have documents for different processes and manually update these regularly. And since we are working in the same physical space we also have regular meetings and discussions to keep track of things.

  • I can't wait for all these games to release on Steam or whatever platform you plan on releasing on. Construct 2 really needs more games to showcase for the industry to take it more seriously.

    oh it's so pretty

    purplemonkey That is quite lovely! Can't wait to see more of Yonder!

    Thank you!

    Here's short snippet from a desert environment

  • Slow travels..

  • I have tried the example in NW.js, Chrome, Internet Explorer and Firefox, and can confirm this bug.

  • I just thought I'd let people know that adding effects to Q3DMaster works wonderfully. Try adjusting contrast, saturation or even adding a fun effect like toon or sketch and see what happens! I just wish this would work on an object-to-object basis. I tried enabling effects on Q3DModels in edittime.js but alas it wasn't as easy as that, would it be possible to enable effects on Q3DModels somehow QuaziGNRLnose ?

    Also QuaziGNRLnose please implement this https://threejs.org/examples/?q=dof#webgl_postprocessing_dof2

    Edit: And this https://threejs.org/examples/#webgl_gpgpu_water

  • Yup, I'm all for this as well. Ashley just hide the option in preferences or something if you want to avoid newcomers turning off this message without fully understanding what it means.

  • An update for anyone interested. I finally did get this effect to work with animations on export.

    All you have to do is:

    * Open sprite editor of the object you are using effect on

    * Set export image format to JPG and apply to all animations (this will disable sprite-sheeting)

    However if you are using semi-transparency in your animations you'll have to find your exported project folder, replace JPG images with PNG and edit "data.js" to look for ".png" instead of ".jpg" on said images.

    Best of luck!

  • Gigatron purplemonkey is this transparent update public yet?

    Hi ya! It's up to Gigatron if he wants to share it publicly or not so I'll just wait for him to answer this question. We did get it working as intended however I noticed that it glitches out upon exporting a project if you're using it on an object with animations. So the issue seems to be because of sprite-sheeting.

  • A lot of posts here and i don't read all of them, so i don't know if my "wish" was already suggested

    A waving-flag-effect would be great, so simulate a "real" waving flag or banner. Like the water-effect, but maybe with a fixed side/border, where is no waving-effect, and to the opposite side the waving-effect get more distortet ... ?!

    I hope you undertsand what i mean and sorry for my english

    Check out the effects Somebody made. There's one called "flag", maybe it fits your criteria?

    https://www.scirra.com/forum/nearly-daily-effects-by-somebody-neat-things-big-gifs_t123401

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  • Just to quickly update anyone following this thread. Gigatron has been super patient with me and finally fixed the issue I was having. Thank you again for the help and I really appreciate the work you're doing Gigatron!

  • Hello again Gigatron I've tried the updated version. If I set "transparent" to 0 a semi-transparent sprite works as it should however black colours also seem to be transparent for some reason. If I set "transparent" to 1 the actual transparent area of the sprite is the colour black.

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purplemonkey

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