Aurel's Forum Posts

  • Hi everyone!

    So, I'm chasing a bug for 2 days, and now I just found the guilty event.

    So I'm not asking for help, just to understand :)

    After a few layout restarts, objects were disappearing randomly. No crash, just like a "limit" or a leak happened, and bam, random objects were messed up.

    In the (so great!)debbuger:

    * 3 or 4 layout restart: 750 objects.

    * after that: 500, 200, THEN, negative values in the debugger, like -1000 objects, then -12000 etc...

    So, here is why my game went crazy.

    Now I know I made a mistake here, but I don't understand what was wrong with this.

    <img src="http://tof.canardpc.com/view/5d502514-22b9-4642-843a-f94fcd3a22a0.jpg" border="0" />

    If my block is destroyed, then it generates 2 particles.

    Why so much side effects? Is it dangerous to use the "on destroyed" condition?

    Thanks for yout time.

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  • Hey, actually Shadow casting + radial blur could be close enough!

    I just need to find a way to apply it only on foreground sprites, with a mask or something.

    I'll try this, thanks for the idea! :)

    Bonus: as the source code for this shader is available, is porting a non C2 shader to a C2 web gl shader difficult ? Could a beginner like me give it a try or do you need to know how to code for real?

  • Thanks a lot for your answer, but that would be pretty hardcore! ^^!

    It would be faster to "bake" it into the character animation, and trigger the god rays when the sun colide with it. Maybe I'll do this, as the textures should be unloaded when skipping to the next layout, it should do the trick. But it's going to be super heavy on GPU... =__=

    I'm using a lot of C2 Web GL shaders, and most of them are really good. I tried to mix webGL shaders / blendings modes, but I can't get something like this.

    Again, I don't absolutely need it, but when I look at the plug in section of this forum, I would be surprised if nobody here already tried to mimic an effect like this one ;)

  • Hi everyone, and thanks for reading this.

    I'm porting a game from an other tool to C2.

    I love it, and everything shapes very well.

    The only thing I'm stuck with is a shader I had on my title screen.

    Some god rays were coming from the sun in the background, and I'm looking for a trick in C2 to do this.

    YOUTUBE VIDEO

    youtube.com/watch

    <img src="http://tof.canardpc.com/view/acfe9abd-41ee-436e-87d4-64673b9f436e.jpg" border="0" />

    I don't NEED it, but it looked quite cool and I'd like to get something similar (even faked) in C2.

    Any idea? :)

  • Would be fantastic!

    That said, I'm using your tool since yesterday to make my particles effects, and the online solution works great.

    congratulations, and thanks again!

  • Tested for the first time a minute ago, already get my exported particle from your tool to my game.

    Works very, very well! Thanks for this great tool! :)

    I would love to get an .EXE of this, so we can export while offline too.

  • Sorry, I'm not really helping here, just to say I get the same behavior at work. For information, my game is quite heavy on Web GL effects.

    At work (on a Sony Vaio laptop, a bit old but decent): Chrome Fullscreen is 10 FPS more than Node Webkit.

    At home (on a fat powerfull MSI laptop), I get the opposite, the Node Webkit is 60 fps rock solid, chrome fullscreen is 50fps.

    So, I don't know how to explain it, but yeah, I see what you mean.

  • Man, thank you so much for making this tool!

    I miss particle dsigner so much when creating my parts in C2

    (http://alertgames.net/index.php?page=s/pd2)

    Keep up the good work, it looks good already!

    If you don't manage to import users sprites, some simple presets with round, square, lines, could do the trick enough to be usable for production.

    Thanks again, I'm very glad to see someone making a particle editor.

    Will use FOR SURE if you manage to finish it!

  • I'm a bit sad this to see this topic evolving in a conflict about the linux exporter. Maybe it could be great to create a specific one about it, so everyone can post his configuration and tests ? :)

    (I would follow it closely)

    Linux or not, I'm now a big C2 fan, will not come back to GMS, and wish everyone to make great games with it. Ashley you can lock this topic if you want to, no problem.

  • Wow,wow,wow!

    Looks like you know things I don't, could you please detail?

    I'm using the node export right now, testing on PC and Mac.

    Works like a charm.

    The game is ressource heavy, with a lof of shaders and particles, and everything runs VERY fine. The controller works great, too, even if I'm a bit sad about the lack of vibrations.

    So, I'm more than happy with C2 :)

    Should I know other things?

    I've not implemented any sounds. And I don't manage the memory yet.

    Is it related to those topics?

  • I'll look to this thread very closely. The RBG effect is absolutely gorgeous :)

  • Thank you very much. I was sure I was missing something with the "else", but I needed a confirmation.

    I'll pratice and read again the manual.

    Thanks a lot for your time :)

    EDIT: how stupid I can be. The reason of this question was a bad copy/paste with "if variable is different > else > do this", instead of "if variable is egal to > do this". This is why it worked even if I was wrong.

  • Hey, me again. You say it if you're tired of my dumb questions. If I were you, maybe I would be.

    I'm making huge progress in porting my game to C2. I'm very happy.

    Everything works well, but some of the things that actually work...I don't fully understand how. I'm not having any issue, I would just like to understand how tha magic happens.

    • The "else" condition is more like a "then" no?

    I use it that way:

    > variable = yes

       else > do the yes action

    Again, it works, but is it ok to do this or do I miss something?

    • I use a global variable to switch my road sprites if the world is WorldA2 or WorldB2.

    To do that, I switch the animation index of my objects if the global variable is WorldA2 or WorldB2.

    Will every animations be loaded in every world (wich means, the memory will just explode at a time), or is it OK? is there a smarter way to do that?

    • When I use a lot of WebGL effects, some of my additive blended sprites are not drawn in additive anymore. I play a bit with the layers and everything is fine again, but is there something to know about it?

    Again, everything works, so, there is no emergency or something.

    I'm just curious to know how C2 works in those scenarios :)

  • KaMiZoTo Hey, you there! Thanks for the kind words. Hope you'll like it :)

    ghost Thanks, I'm doing it like this and it works perfectly.

  • onzephyr So.Much.Love for you.

    I figured this morning how to do it, but I had mixed results with it.

    I just made it your way, and now it create shadows on a sublayer with a parrallax effect, giving a great dynamic illusion. Simple and lovely.

    I own you one, once again!

    thehorseman007

    Sorry, I can't reply to your PM, as a new member it's not an available option :)