Cavaron's Comments

  • Hi there, I did it with seconds - but there also is the more fancy tickcount operator (see construct.net/en/tutorials/tickcount-trick-2285).

    Construct does 60 ticks a second, so every 0.1 seconds would equal to every 6 ticks.

  • Sure, but I'm lacking the time at the moment. Check out how the "destination out"-blender works in this video and I'm sure you will figure it out:

    youtu.be/4ksZPuVP7lk

  • Nice tutorial. I don't know if it was possible back in 2014, but today I would work with layers and blenders to make the boxes disappear at the top and bottom of the screen. Just create a layer only for this, set it to "Force own texture", then create a fitting "blend out sprite" of any color and set it to blend mode "Destination out". It is important to spawn the blend-out-spites after the boxes are spawned - both in said layer. I did place the blend-out-boxes at the top and bottom of my scrollbars.

  • Nice tutorial, my suggestions:

    1. Don't check every tick, every 3 to 6 ticks should be ok. Only check for objects on screen.

    2. Set the objects collision box not for the hole sprite, just for the bottom part like you did with the player. This way he can be behind the objects to a certain degree.

    3. I wouldn't shuffle objects between layers as soon as free walking enemies join the party. Just do everything on the same layer and use the z-order-condition by y-position (every 6 ticks or so for objects on screen)

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Cavaron

Member since 6 Aug, 2017

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