Ahr Ech's Forum Posts

  • Good stuff! I like the style you're going with in your modelling, everything pops really well. Pretty ambitious for being the first project you intend to complete, too. I started my current project, Reliquary, this way before switching to pixel art six months into development, so I know how much work it is. I hope you can stick it out, because this is gorgeous.

  • Been playing with a stronger color overlay that picks up highlights better. I think it adds a little more depth to the scenes.

    Also re-took an older screenshot from almost a year ago as a sort of before-and-after deal.

    mercy

    AMAZING!!! Let us know please where you will sell your game or if you release a demo. oo

    Thank you! Will do.

  • Can't open your project from here but I may still have some useful advice.

    Having the redder parts toward the middle is a big part of the problem, I think. The hotter something burns, the whiter it is, so try to blend it from reds and oranges on the outside to yellows and whites in the middle.

    I also like to spawn another sprite on top of my explosions that is just a big soft white or white-yellow circle with it's blend mode set to additive and a Fade behavior timed to disappear a little after the explosion does. That way it lights up the surrounding area a little, too.

  • marcorocco

    > New target indicator and re-worked FX for the Blink ability in Reliquary.

    >

    >

    wow man... that looks awesome! How'd you create that kind of depth in construct 2?

    Thanks! By depth do you mean the Z-sorting? It's actually pretty simple. There's an example here:

    (That thread makes it look like I came up with that method, but I think it was Rojohound.)

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  • The Greenworks plugin will get you some basic Steam feature support.

    As for multiplayer, I don't see why anything you get working without Steam wouldn't work with it unless you really need it to run through Steamworks. That might take some tinkering.

  • spongehammer Thanks!

    That looks awesome.

  • New target indicator and re-worked FX for the Blink ability in Reliquary.

  • +1 for the Paster idea. I used that method in one of my prototypes for discarded shells, scrapes, scorch marks and debris. Pretty painless to implement and all it costs is a little memory. Let that stuff pile up all you want and it'll never use more.

  • Happy to help. Good luck in the jam!

  • Seems to work okay now. I left some notes in there for you on what I changed and why.

    https://www.dropbox.com/s/1dtarmobgz06g ... .capx?dl=1

    Oh man, I just remembered! I moved the player starting position and set the preview browser to NW.js to simplify testing and forgot to change them back. Sorry!

  • Without seeing a screenshot of the events or the capx itself it's hard to say. Off the top of my head, do your attacks do more than 1 point of damage at a time? It's possible you're overshooting 0. If that's the case, try setting it to check for less or equal to 0 rather than just equal to. I know that tripped me up a few times.

  • Working on a new area for Reliquary. This part of the asteroid field has been overrun by giant fungi.

  • Here's an interesting bug. Not sure what's going on yet.

    And here's R0J0hound 's fantastic Paster plugin being put to good use so that scorch marks, scuffs and debris can be permanent for the duration of a match. That's a lot of brass!

    Po10c Looks fascinating!

    blekdar I really like your color choices. The characters pop nicely.

  • Not sure if this'll fit your needs, but you might take a look at this handy plugin: http://c2rexplugins.weebly.com/rex_date.html