Million questions

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  • This:

    <img src="" border="0" />

    Into this:

    <img src="" border="0" />

    You think that it exactly this result can be archived with different layers effects?

    Why not? With a bit of Photoshopping to remove as much of the gray background as possible, some interesting effects can be achieved with shaders.

    <img src="" border="0" />

    And... you guys noticed moving candles flames (top of stage) and little "fire effect" from those candles fire? I'm planning add some falling wax from those candles via particles, but... you noticed it? I love small details!

    Yep, I noticed them. Very cool.

  • Actually you can create something like (without erasing stuff in photoshop) this with light on black background and then (in CC) give it some additive shader. But its not exactly the same effect. I know is almost not important, and CC is not "Photoshop for games", but this is bother me - I like when CC show me exactly what I created in Photoshop...

  • Maybe it's a problem now, but probably will be in future, so I better ask now.

    I created main character with weapon, and there will me something like "if 'enemy' colide with 'player_attack' destroy 'enemy'"(yea, simple as hell, but you know what I mean), so its better to create weapon (sword), as a another sptrite attached to main character hand, or you guys have better solution?

    <img src="" border="0" /> <img src="" border="0" />

    <img src="" border="0" />

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  • You can make the sword part of the character's sprite if you want. The main advantage of having a separate sword sprite is that you can extend it beyond the square area of the character sprite.

    <img src="" border="0">

    If you look carefully at the above picture, you will see bits of cyan color behind the sword. The cyan color is actually part of the sword's collision mask, which I purposely kept visible for demonstration purposes.

    If you decide to make the sword blade separate from the character, you should set its sprite's origin to the bottom center of the blade.

    <img src="" border="0">

    Likewise, the sword's collision mask should also have its origin at the bottom center.

    Next, edit every frame of the character's animations to create an image point where the sword blade and its collision mask will be attached.

    <img src="" border="0">

    Finally, create events to attach everything together at the proper angle. Rather than explain the process step-by-step, I prefer to upload a demo CAP file for anyone to look into.

  • The two biggest things to consider are, of course, the power of two textures and limited shader use. I had a loading lag on the edge of when something came on-screen that had a shader on it. I just found another way around it and that solved that. Also, tiled backgrounds are neat and all, but you can get the vram way down with the chunks you mentioned you were going to do. If you have a lot of graphics, the higher VRAM use is fine, just try to not go overboard.

    I'm not posting it as any means of showing off, but rather giving an example. It's pretty well optimized on graphics, though could probably use a little more. And there are no tiled backgrounds because nothing really repeats:

    <img src="" border="0" />

    That layout is around 95MB of VRAM. There's a ton of motion going on (the grass and many of the pine needles blow in the wind), and a lot of objects. But without sticking to power of two, that would end up being a nightmare to run. Your graphics look fantastic, don't get me wrong. And I do have layouts that go up to around 125MB, but optimizing will allow you to get a LOT more detail on-screen without taking a hit.

    In your case, those large wall textures could easily be tiled backgrounds and then post an occasional crack or whatever as a sprite over top to make sure it doesn't get too monotonous. Then you could use a mask layer for your lighting (search it on the forums if you aren't familiar) and then post your windows/etc. as sprites over that tiled background. Your interior levels lend themselves well to doing this.

  • Hi guys. Happy new year and stuff like that, but back to problems. Actually- simply one.

    I want my character play animation "podnoszenie" when "L" button is pressed, but... something is wrong. What I wanna archieve? Something like Resindent Evil style constrols. You know, chactacter can't move until "L" button is not released.

    I don't understand Custom Movent, thats why I use platform movement.

    <img src="" border="0" />

    Here is cap:

  • Hi guys. New project (almost finished, yay!), new problems and - I think - its easy one. Maybe you can help me?

    So, I have yellow sprite with rotate behavior, and pink sprite with bullet behavior and condition that every 10 ticks yellow sprite spawn pink sprite at image point A, B, C and D, but all pink sprites have the same, uhm, end point. This looks bad.

    <img src="" border="0" />

    I already set image point but this is not helping...

    <img src="" border="0" />

    Another thing is that I want: pink sprite rotate around himself (spinning, you know), but when I use rotate behavior everything is messing with bullet behavior. Any solution?

    Here is cap file:

    And here is Data folder, with music and sound files:

    Enemy3 group is setting for bullets spawning.


    I already tried BulletML but this don't work at all. Every pattern that I created on Kenta Cho website java mini app, don't translate well in CC.

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