SpookySkeleton's Recent Forum Activity

  • Glad it worked! Good luck!

  • There are many ways to do this. If you posted the .cap it'll probably be easier to help. You could make a timer that spawns bullets depending on a "NextShot" variable, or after the Tri-shot/rockets/vulcan are destroyed, (like leaving the layout, hitting the player, after a timer) spawn the next attack, etc. It would probably be best to post your .cap

  • Link doesn't work for me. Perhaps post a .cap?

  • Hmm, I would say the trick is to set a destination for the bullet to hit no matter what before it's shot, then you know the start and end point of the projectile and can do the scale based on that (or, if you want it to always hit an object/around an object, just set the end point to somewhere near the target)

    That way you can set the size as a % of distance from the center between both points (so it could be 50% size at start and end, and 200% at the middle).

    Edit: Looks like you've got that idea started in your file already.

    Double edit: Found this on my PC from an old forum example someone made and it looks like it might actually be close to what you wanted so I tweaked it a bit (original was called: Top Down Artillery.cap): dl.dropboxusercontent.com/u/471 ... ectile.cap

    With some tweaking you could make the shadow change size too, but hopefully it's straight-forward!

    This is beautiful, Jayjay! You don't disappoint! Now that that's fixed, I can't procrastinate on my project anymore hahaha Take care!

  • ...You could use an invisble object for the actual projectile, and then the graphic can grow and shrink based on SINE functions (essentially it should be like "width = object.value('startwidth') + sin(object.value('throwtime')) * object.value('startwidth')" but that's just a rough example.

    Thanks for the reply, Jayjay!!

    I've been tossing that idea around, I wasn't sure if that would be the optimal way to implement. I hacked together a blotchy .cap where I regretfully don't think I got much closer...

    I have the attack split into two parts: A shadow sprite, which basically is a bullet that heads straight towards a target, and a block sprite that flies overhead. Like in the video examples I posted earlier. The problem I'm having is telling the block sprite when to move on the Y axis to create a depth effect. Basically getting the two sprites to separate and come together smoothly with different distances to the target. This feels like it should be so simple but I'm having a hard time cracking this one

    Here's a .cap showing where my progress is so far.

    Any more advice is strongly appreciated!!

  • Hello forum!

    I have been racking my brain for a way to create the illusion of 3d projectiles within a 2d platform. The example that I found was an older game (completely 2d), that managed to create depth with arrows, flying cows, etc., Stronghold Crusader (great game). I'll post a some links to examples of this technique being used. Pseudocode welcome. If you need more examples or have any input, please let me know! Thanks for looking!

    Flying cows: (Violence warning)http://youtu.be/rulL_S7KyG4?t=21m55s

    Arrows: youtube.com/watch

  • Hello thread! I am excited to try out your new games!

  • Hello, try archiving your cap file in a .rar or .zip format. I'm pretty sure that will work to post.

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  • For the blast following the player couldn't you use the action, Set position to Player after checking the angle?

  • Well, I was looking on first example that you post and... damn. I'm little dost. Is somehow weird that Construct - even when you set "point" of sampling method - do some pixel filtering on small objects that will show much bigger in application, so If you wanna see animations contains changing angle of object - but not only - (like in gif with exploding... heads?) you must making them (those object) bigger? I'm confused, I think I'm don't understand something here.

    Here is my investigation result: Application is 640x480px with window object changing application to 1280x480px. On left you see original guy (128x128px), nothing fancy here. In the middle you see 200% of guy rendered in Construct. On right is guy 200% (256x256px) - size is changed in photoshop with nearest neighbor algorithm (something like "don't blur or sharpen my pixels, just change size of them", something like "point" sampling method should do), but most funny thing is that changing sampling method in Construct - when window object change sizes of pixels - do... nothing. I'm lost.

    Sorry for the late reply, man! I don't remember receiving a notification!

    I am still looking a way to solve this problem, unfortunately... My research has turned up a fix that someone came up with a few years ago. It doesn't seem to work on my computer, though. Something to do with newer graphics cards? If I could find the thread that I found the .cap from originally, I'd post that as well. Hopefully it works for you!

    Either way, the quest continues!!

  • What do you exactly mean by it becoming distorted? Checking your rotation example it looks like it very well should. If you make it rotate very slowly, you can see that it doesn't produce any colors in between black and white (unless you zoom it to a very small size), it might only seem so when it rotates fast.

    So yeah, this is pretty much what rotated lowres stuff looks like at point sampling. You can only rotate it in 90 degree increments if you want to keep every pixel of the image intact. Other angles will look fuzzy.

    Hmmm, I'm starting to wonder if it has something to do with my computer. When I turn off the rotate behavior on the black and white sprite, it still looks blurry. Almost like I haven't changed from Linear to Point. The pixels are going in the right place, it's just it looks so blurry. Even when static.

    If you know of any alternative way to achieve the look I posted in the OP, I'd be very grateful!

  • When you set application width and height to 600px everything works fine, pixels are not blurred, but when you use window object and set 600px of height and width of application that have 100px on width and height there is some linear filtering, so I think is bug in window object, because it don't read settings of your sampling method.

    Sorry, but I cannot help you.

    Thank you very much for taking a look either way. If I figure it out, I'll let you know!

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SpookySkeleton

Member since 26 Jan, 2014

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