Ashley's Recent Forum Activity

  • Arima: Penumbras are on the todo list, theyre a little bit trickier to code.

    Attan: Untick 'Transparent' in the top layer's properties and it renders correctly. I'm not sure why the Multiply effect doesn't like transparent layers, but it should be off anyway for the multiply effect (if you view that layer on its own, it'd be transparency with a white spot on it, which is not how you achieve multiply-lighting - darkness has to be black on the lighting layer).

    Shadow casting objects have to be box shaped - it can't cast shadows off custom shapes yet. So it looks a little odd when you get it rendering correctly still, but that's because the platforms aren't box shapes.

  • Saving is dead easy, the Save/Load to disk action stores the save game data in a file (use an expression like AppPath + "myfile.sav" to store it in the game's own folder). The Quicksave/quickload actions store the data in memory. So you can use events like:

    + On key S pressed

    -> Quicksave

    + On key L pressed

    -> Quickload

    Press S to save, L to load last quicksave...

  • I don't have MMF2, so you'll have to come up with another way to describe the effect!

  • Yeah, you can just put in multiple light objects, but you won't get anything very useful unless you play around with opacity. In this example, I use two lights, each on their own layer with 33% opacity, so the only darkened areas are where neither light can reach. This doesn't use any pixel shaders.

  • You could upload a .cap with a few of the sprites somewhere so we could take a look. I'd guess that you imported sprites from files that have a very light semitransparent background, or you accidentally used a semitransparent brush/fill in the picture editor. You could try using the Magic Wand tool to select the background, and press Delete to clear it to transparent - if that still isn't perfectly transparent, it could be a render bug.

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  • Use OR conditions between other conditions to check if any of them are true rather than all of them, eg:

    + Left arrow key pressed

    OR

    + Right arrow key pressed

    -> Do stuff...

    'Else' can be put in the next event to run when the previous event wasn't true, eg:

    + Left arrow key is down

    -> Do stuff...

    + Else

    -> Do stuff...

    There might be bugs though, so let me know if its not working when you do that...

  • You could also add the subevent:

    + 'X Value' is less than 0

    -> Set 'X Value' to 0

    Or simply use the expression:

    Player: Set 'X Value' to: max(Player.Value('X Value')+(Player.Value('Deceleration')*timedelta), 0)

    Then you get the smooth floating point subtraction which never falls below 0. For small 'Deceleration' values, rounding may cause the movement to stop or become jittery, so you should prefer one of these methods.

  • Doppel: Attan means a .cap not using any pixel shaders, which is still hardware accelerated.

    The Light object itself doesnt require any pixel shaders, I just used them to make the lights look fancy. Here's one without any shaders:

  • Works normally here too - I released a hotfix for the Particle object's rendering shortly after release, so if you have it enabled, restarting Construct should automatically download the update. The same shouldve happened for the Light object.

  • In Common properties of the Light object, the opacity is the opacity of the shadows drawn.

  • Wow! Nice effect

  • You could destroy the particle spray after a short delay, or reduce the rate to 0.

    I've hotfixed the particles object so it works with effects now, here's a demo of how soften and blur can improve the effect:

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Ashley

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