Ashley's Forum Posts

  • I don't know. I think we'll check out our multiplatform options when we hit 1.0.

  • I didn't think it'd work at all on a GeForce 4 MX 440, could you try screengrabbing a long blur so I can see if it's blending it the same?

  • I think we've fixed this bug for 0.92, we'll try and release the update soon!

  • OK, here's a quick demo:

    http://www.gullen.pwp.blueyonder.co.uk/ ... urtest.zip

    There's a normal version and a motion blur version. Move the mouse and use arrow keys to move the objects. Both use a normal 8 direction and mouse movement.

    It requires a new-ish ATI or nVidia card to work (Radeon 9500+ or GeForce FX 5700+), otherwise it'll probably give an error. If everyone could try it out and let me know if it works, and your video card model, that'd be useful. Also if you move the mouse really quickly and take a screenshot, you can see step-aliasing (because it uses a fixed number of steps, not one for each pixel of movement like your example), but the result is good enough for the human eye.

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  • Fixed for next build, thanks.

  • It's a global effect, so it applies to anything that moves on the screen at all.

  • Well whaddya know, I got all interested in this and added full-scene motion blurring for all moving objects, done with a real temporal-antialiasing algorithm too, and no pixel shaders. Check out a pic of it here - this is zooming in rapidly in the RTS demo, which shows a cool motion blur. (Oh, check out my 8800 GT cranking out 730fps )

  • This is a known bug... hopefully will be fixed in the next build...

  • Can you send the .cap doing that to ?

  • You can actually use the System object's actions from script, the Create one is (for example):

    System.Create("Sprite", 1, System.mousex, System.mousey)

    where 1 is the layer number, and it creates at the mouse. This isn't clear, I know - the next build will have proper intellisense incorporated for the system object, just like with normal objects.

  • I'm sure it's possible because games like half-life 2 have variable blurs. I'll try research it some more anyway.

  • I've evented a motion blur in Construct and it runs very well (my GeForce 8800 GT can manage 1500-8000FPS constantly, depending on blur distance), and without the step-aliasing in your pictures. However this is not a true motion blur, I find if you move the object slowly, it becomes slightly transparent - this is not realistic, because at least some areas of the object will be opaque, where there has always been something in the way over the "exposure". It's probably because the algorithm you state does not blend equally each rendering, but rather is only tending towards the correct value - for example, drawing two 50% transparent objects over each other gives you a 75% opaque image, so this method of rendering is not accurate for a motion blur. Still, interesting technique, I'll see if it can be refined - it still looks great!

  • I want to do this, but I haven't managed to dig up any information on a fast variable-radius gaussian blur algorithm. If you open the .fx files in the Effects folder for the blurs, you'll see they're hard coded with the blur values for 13 pixel blur. If you can find any more info on this, I'd gladly have a shot at variable blurs!

  • The turret object doesnt require a base object - it just enables the turret to rotate realistically with the base, if there is one. It's optional.

    I can add both an RTS and Turret movement to an object... is there some kind of bug with that?

  • [quote:22ae0mvf]Physics -> Set Velocity

    X: MouseX - Sprite.X

    Y: MouseY - Sprite.Y

    Awesome! Also, if you use:

    (MouseX - Sprite.X) * 3

    (MouseY - Sprite.Y) * 3

    it follows the mouse quicker (you can use other values like 2-5 to adjust this), but also means anything it hits is batted away with more force.

    I hadn't been able to figure this out, but thanks for the find, might be able to adapt this to other movements

    As for the .cap, sorry, looks pretty junked up, not sure if I can do anything about it I'm afraid