Ashley's Forum Posts

  • Saving is dead easy, the Save/Load to disk action stores the save game data in a file (use an expression like AppPath + "myfile.sav" to store it in the game's own folder). The Quicksave/quickload actions store the data in memory. So you can use events like:

    + On key S pressed

    -> Quicksave

    + On key L pressed

    -> Quickload

    Press S to save, L to load last quicksave...

  • I don't have MMF2, so you'll have to come up with another way to describe the effect!

  • Yeah, you can just put in multiple light objects, but you won't get anything very useful unless you play around with opacity. In this example, I use two lights, each on their own layer with 33% opacity, so the only darkened areas are where neither light can reach. This doesn't use any pixel shaders.

  • You could upload a .cap with a few of the sprites somewhere so we could take a look. I'd guess that you imported sprites from files that have a very light semitransparent background, or you accidentally used a semitransparent brush/fill in the picture editor. You could try using the Magic Wand tool to select the background, and press Delete to clear it to transparent - if that still isn't perfectly transparent, it could be a render bug.

  • Use OR conditions between other conditions to check if any of them are true rather than all of them, eg:

    + Left arrow key pressed

    OR

    + Right arrow key pressed

    -> Do stuff...

    'Else' can be put in the next event to run when the previous event wasn't true, eg:

    + Left arrow key is down

    -> Do stuff...

    + Else

    -> Do stuff...

    There might be bugs though, so let me know if its not working when you do that...

  • You could also add the subevent:

    + 'X Value' is less than 0

    -> Set 'X Value' to 0

    Or simply use the expression:

    Player: Set 'X Value' to: max(Player.Value('X Value')+(Player.Value('Deceleration')*timedelta), 0)

    Then you get the smooth floating point subtraction which never falls below 0. For small 'Deceleration' values, rounding may cause the movement to stop or become jittery, so you should prefer one of these methods.

  • Doppel: Attan means a .cap not using any pixel shaders, which is still hardware accelerated.

    The Light object itself doesnt require any pixel shaders, I just used them to make the lights look fancy. Here's one without any shaders:

  • Works normally here too - I released a hotfix for the Particle object's rendering shortly after release, so if you have it enabled, restarting Construct should automatically download the update. The same shouldve happened for the Light object.

  • In Common properties of the Light object, the opacity is the opacity of the shadows drawn.

  • Wow! Nice effect

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  • You could destroy the particle spray after a short delay, or reduce the rate to 0.

    I've hotfixed the particles object so it works with effects now, here's a demo of how soften and blur can improve the effect:

  • Three demos of the new Particles plugin in 0.95, which can efficiently draw and handle thousands of particles. The second two create up to 20,000 particles so might be quite intensive on lower end cards!

    These effects also look good with blur or soften effects to hide the fact all the particles are square, but it doesn't seem to work, I'll see if I can have a hotfix for that soon... and a future version should allow textured particles so you can use custom graphics.

  • Very simple example, but demonstrates how Sprites can be skewed in 0.95.

  • Quick demo of the new For Each Object (Ordered) condition in 0.95.

    Like For Each, it allows you to iterate instances of objects one-by-one, but using an expression to determine the order. In this example, it's used to sort Z orders by Y co-ordinate, which you can notice by dragging the butterly sprites around.

    The event used is:

    + For each Sprite ordered by Sprite.Y Ascending

    -> Sprite: Bring to front

    This means it iterates the sprites from top-to-bottom, bringing each one to front. Since the bottom ones are brought to the front last, they are on top.

  • Quick demo of the Light object casting shadows off objects with the Shadow Caster behavior.

    You'll need the Light.csx hotfix, because I stuffed up the release one (it should prompt to update on starting Construct).

    Uses pixel shader 2.0.