619_RM's Forum Posts

  • Use anchor only for the white sprite, remove anchor from the red sprite. Pin red sprite to the white sprite on start of the layout. And of course set the origin image point on the red sprite at the right edge.

    Thanks for your prompt response. You are awesome.

  • Health Bar Issue with Anchor.

    I have made a simple health bar for my player (a platformer game) by referring to this video https://youtu.be/7QmQXPYvpMo

    I have come across to a scenario where I need a health bar to start cutting the players health from "LeftSide". For this, I put the origin point to the other end and it worked but the issue occurs when I use the Anchor Behaviours. When I apply the Anchor, it again cuts from "RightSide" How? I didn't alter the origin point Why it cutting from the wrong side?. (No matter where I place the origin, it cuts only From Right to Left.) Please help me.

  • Thank you so much :)

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  • You might have to use local storage to save a global variable (current level) as you save the game. Then you could do something like load global variable from storage, based on the number show the loading screen for that level, and then load the checkpoint/game from saveslot.

    Thank you as always, Appreciated. Will try to implement.

  • Please help me on this.

    https://www.construct.net/en/forum/construct-3/general-discussion-7/random-frame-start-layout-146121

  • Yes, the Continue button logic loads the saveslot. You can change it to load a layout instead, then load the saveslot.

    I have a total of 10 stages and each stage having different loading layout (where I put tips etc)

    If the player saved the checkpoint from Stage 6 and then When he click the Continue button from home screen

    First, it should show the loading layout of the stage (here, in this case, Stage 6 loading screen) and then load the last saved state.

    Sorry if it sounds lame.

  • I was just guessing most of that while I wasn't at a computer. Now I looked at local storage here is the fix: dropbox.com/s/awl15829go5bhpl/localstoragesave.c3p

    When we click the continue button (from the menu) it would lead us directly to the respected stage and place where we saved our game using checkpoint, my question is can we insert a layout between Continue button and the checkpoint state?

    For Eg.

    When the player clicks the continue button (from the menu), firstly it will show a layout (where I can put some game tips) then it will lead to the exact save state.

    Can it possible?

  • Before going to the stage, I have added a layout where I give some tips for the game.

    So, I have added a sprite having 10 different frames, I want to show a random frame each time player open the Stage 1.

    So what I did this!

    It may sound lame but please guide me.

  • Have you seen this template?

    https://editor.construct.net/#open=fireworks

    Wow!! Didn't realize that it under my nose all the time, my bad. I will try to make it fit for my platformer.

    Thank you so much, dop2000

  • Try tuning the water effect a little and you may end up with something ok (but it will have a hard edge at the borders.)

    This looks good, but it's a GPU killer due to the effect applied to the many fire sprites to create a nice ragged dynamic edge on top of the lava, perhaps something to inspire you to try something which has less perf impact than this example.

    Fire.c3p

    I saw you uploaded the c3p directly into construct website and shared that URL here! How did you do that? How do I upload .c3p to the forum without using Gdrive/DropBox?

  • Object that is in the center will always remain in the center, you don't need Anchor for it. Just make sure to set "Unbounded scrolling" in layout properties.

    dop2000

    Could you please help me on this?

    https://www.construct.net/en/forum/construct-3/general-discussion-7/achieve-firelava-effect-145953

  • For proper fire you're gonna want to look into things like masking / overlays, scrolling textures (like offset in TiledBG object), particle spawners, blend modes, etc.

    This is in Unity but you get the gist: youtube.com/watch

    Thanks Tokinsom, I will check that out.

  • Try tuning the water effect a little and you may end up with something ok (but it will have a hard edge at the borders.)

    This looks good, but it's a GPU killer due to the effect applied to the many fire sprites to create a nice ragged dynamic edge on top of the lava, perhaps something to inspire you to try something which has less perf impact than this example.

    Fire.c3p

    Thanks Mikal for your effort, This not exactly what I'm looking for but you made it quite good I got some idea how to use your logic in a diffrent way for fire, Thanks, Appreciated.

  • Can I have the project file?

  • We can easily get the water effect, there is a dedicated effect for that but what about fire? How can we achieve in C3?

    I need a fire/lava type effect for my platformer game, beneath the tiles like the one we see in Super Mario Bowser stage but not exactly similar to that but a bit more realistic like we got the water effect.

    Here the C3P which I tried with a Tilled background and a Fire png.

    https://drive.google.com/open?id=1kzraQuD3Aoy-CR96NW84YQaLwVtveSQN

    Please help.