RafaelMatos's Forum Posts

  • Well, I'd like to use pathfinder to solve this, but It seems that there are no way to make this without the high cpu cost

    Nice options, guys. I'll try them and see if it works.

    Thanks!

  • My enemies have the pathfinder behavior. It's working now, but they are passing over each other. So I set the obstacles as custom and then added them as obstacles on start of layout. However, it's not working and It keeps avoiding walls (solids) but not themselves.

    Would love some help here =/

    Thanks.

    edit: I know that I need to use regenerate obstacles action to update themselves as obstacles since they are moving, but then it starts to get really slow because its cpu intensive. How should I do? There are another way to make enemy's AI without pathfinder behavior?

  • Hi. I've made one for you. I did very quickly and It's very simple, but I think it fits to your needs. Feel free to use it in your game, if you liked of course.

    With BG

    No BG

    Download full size

    With BG

    https://www.dropbox.com/s/v4hkefx2ax7d1 ... 2.jpg?dl=0

    No BG

    https://www.dropbox.com/s/m48n6dg48fscv ... s.png?dl=0

  • There is. Set that layer to Transparent>No and then change the background to black.

    Thanks

  • I was using this gradient with the blend mode "destination in" in a layer with force own texture but I need to move every single element to this layer in order to work for everything on the screen, which would be a ridiculous amount of work to move everything to it's respective layer after leaving the cave, and i'm not even counting the Z order. So there should have an easier way to do it, isn't it?

    Thanks!

  • Everytime I add something to the tileset the placed tiles get messy. Are there any way to fix this? They are in different tiles but also on the same position related to the first tile, so I think it's possible.

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  • eliasfrost

    Yeah, I was considering in creating attack animations for both sides only but create the walk animations for all sides. I'm still thinking the way to go.

  • >

    > >

    > > They both look great. There's really no need to create a whole other animation. Mirroring works very well here.

    > > Nice Job!

    > >

    >

    > Thank you for your feedback.

    > I think I'll mirror then.

    >

    Another thing to consider is that when you create new animations for both sides, you run the risk of making the animation look drastically different, for example the character you've animated have very different archs and they will not hit the player from the same distance from both sides. Mirroring animations make sure that the character swings the same way and the same distance no matter which way it's facing. So mirroring sprites is not only productive, it also reduce player confusion and make your game more intuitive.

    Good point. Since I'm not focusing in platform, what about top and down animations?

  • Pixel rounding is of no consequence when it comes to blurring, although it would probably be best to have it on for a pixel art game. What you want to do is enable point sampling, which is also under the project properties.

    Thank you Sir.

  • I'm looking for a sharp pixel art graphic style. The filter related to this that I know is pixel rounding, which is off and I'm getting this result.

  • They both look great. There's really no need to create a whole other animation. Mirroring works very well here.

    Nice Job!

    Thank you for your feedback.

    I think I'll mirror then.

  • Do I create the actual animation for both sides or do I just mirror it? I know it's a lot of additional work but....what you guys think?

  • Really cool man!Pretty professional look!

  • My first pixel art animation. Feedback plz!