Ahr Ech's Forum Posts

  • You can set parallax at runtime. Maybe play around with that?

  • In the pathfinding section of your object's properties, you'll have to set Rotate Object to "no" and then use events for all rotation.

  • Wan

    Wow, that looks really great! I love your artwork.

    Here's what I've been up to:

    This is the way into an optional level inside the leviathan.

  • This is my current project, Reliquary.

    And these are from a couple prototypes I built last year.

  • I like to add an instance variable to my z-sort family and sort by the family's Y value + the variable. Then if two instances are overlapping I'll just pick the top instance and set it's variable to something small, like 0.1, so it can be at the same physical spot and still sort in the order I want. I also use that variable to make things that are off the ground sort correctly without having to move their centerpoint or whatever. It's just really handy for an additional layer of control.

  • Node Webkit might have caused it, actually. They have a nasty habit of blacklisting older hardware for WebGL so they don't have to bother with legacy support. Try making a text object and set it's text to "renderer" every tick. (Without the quotes, it's a system expression.) Or you could run it in debug mode and check the renderer from there, but that won't work if you want to test the exported version too.

    If it says Canvas2D instead of WebGL it's probably Node Webkit's blacklist. C2 has a way of ignoring the blacklist that might be broken in the beta so you may need to wait for a full release.

  • Thanks!

    Wisdoms

    The usual method where you have a black layer and sprites set to Destination Out blending for light. One mask for the flashlight and one for each of the computer consoles. On top of that I have a shadow caster, but that isn't really apparent in the gif.

  • I'm working on lighting for derelict ship interiors this week.

    Nice! I really like the character.

  • Dungeon Buster has been Greenlit!

    Just saw the alert on Steam, congrats!

  • Happy to help!

    (I'm wondering if setting 0 to the NoiseMask is equal to no CPU use for that 'empty' shader?)

    On that I have no idea, but I suspect the CPU use doesn't change. That's why I use Noise for this, because I assume it doesn't take much to begin with.

  • In some cases you can get around that. Like if the effects you want to use don't work as masks but you need them to, you can sort of piggyback them on an effect that that does so it applies to everything underneath it.

    So here I have a single empty layer on top. It has a noise mask with it's intensity set to 0 because all I want is it's mask property, and the other two effects ordered under it so they process last on top of the mask. As you can see, the warp effect gets applied to everything.

    It's not the most efficient solution but I hope you can adapt that to your needs. If it'll work you also have the added benefit of being able to apply your shader underneath any UI elements if you want so they remain un-obscured.

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  • Perhaps you could take advantage of global layers? You'll need to add an empty layer named "Shader" or something to every layout. Then in one layout, (maybe a test room if you have one,) set that layer to global and add all the effects you need. Then it should be automatically mirrored to every layer with that name throughout the entire project. That way you only need to set it up once and any changes you make later won't need to be repeated.

  • Happy Halloween!

    I made a few alternate sprites for Reliquary that'll show up whenever the player's system date is October 31st.

  • My current project, Reliquary, has 1283 events right now. That's for player control, level system, AI for 8 enemies and two boss fights, environmental interactions, and procedural generation for two different biomes. I think it'll at least triple by the time I hit the 1.0 release.

  • Here's a look at that boss in motion.

    Tinimations

    Thanks! I'm really liking how your stuff is looking too.