eli0s's Forum Posts

  • clockworkmonster , MalizaGames , thank you very much!

  • Aphrodite , thank you, I underestand what you mean.

    Tylermon , you are right, I should probably go for the real thing. I don't have the money at the moment and when I do, I'd rather buy something that will last a few years as a benchmarking device. Unfortunately, I live in Greece and everything is way more overpriced here.

    You are right, adding the touch object does register x,y coordinates when clicking the mouse. That's good to know, thank you.

    Thank you both for your time!

  • jayderyu , please note that I'm basing my concerns on my personal experience with this kind of approach.

    On my project memories the third level is full of textures with the bump shader on top of the regular "diffuse" Sprites. You can hit esc and choose the "time" level if you wish too see what I mean.

    In this level I have many parallaxed layers that all need to have a layer above them, holding the bump shader. I had to make a system that created all the normal map textures at run time and scattered them in the correct position and corresponding layer for each diffuse Sprite. It was a difficult task to do and it automatically doubled the number of sprite objects/instances. It also has a hit in performance.

    I like the idea of a Sprite object that has multiple map capabilities, or something like a behavior that holds the necessary maps. I bet it won't happen any time soon however, perhaps If C2 had a "real" lighting system it would wad been easier to implement.

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  • Aphrodite , thank you for your response.

    Taking what you just wrote into account, my first concern is if I will be able to simulate the multi-touch capabilities of a mobile device within my default windows7/browser environment, by using those types of hardware that I mention in my OP. This is because I don't have at my disposal any mobile device at the moment and I wish to try the multi-touch features in C2.

  • mahdi71 ,

    1) You create a Sprite object

    2) After you click on the layout editor, the Image editor will open up

    3) Right click on the Animation frames window and choose: Import frames/From sprite strip

    4) C2 is clever enough to detect that your png has a single row of 48 images (Number of horizontal cells = 48, Number of vertical cells = 1). Press ok.

    5) Setup the speed for your explosion (the default fps is 5 which is too slow in your case) 24 or so works nice.

    You are done.

    You can always overlay bright images with black backgrounds using either the Additive blend mode (in the effects properties of the Sprite object), or add one of the additive blend webGL effects (like Screen, Dodge, Lighten, Soft light...).

    There is also the Chroma 2 webGl effect (search the forum) which works like keylight (in After Effects) or similar software that do color removal for Green/Blue Screens.

  • Tylermon , thank you for your advice!

    You should be able to. It would make sense at least. Mouse clicks also work as touch.

    Are you sure about that? I think the opposite is true, meaning that the touch object by default registers one finger touches as left mouse clicks. I don't have any experience with tablets or smartphones and just yesterday I was trying to show to a friend of mine a test I'd made and I realized that the mouse input I had implemented didn't work at all in his smartphone.

    The touch monitor is a good idea, however I have 3 monitors and they are causing enough trouble already with the jerkiness, like we've discussed on the other topic

    I am looking for cheap and easy solution to do more of "universal" interface tests, until I have the resources to buy a descent tablet and/or a smartphone...

  • So, if I buy one of those keyboards that have multi-touch touchpads (like Microsoft's All-in-One Media keyboard), or a standalone touchpad (like the Logitech T650), would I be able to test the Touch object's functionality within windows?

    I am using win7 by the way.

    Thanks in advance for any input!

  • rexrainbow , you don't have to apologize, you are doing us a favor here

    I'm not sure what results I should get from this behavior, I saw your Laser effect example but I'm still uncertain.

    I find that there is little difference when "Pixels per step" is 10 or 100 and no difference at all when the values are 100 or 1000000. Only on very small values I can notice a clear difference: 1 will produce a smooth line (excellent for trails by he way!) while 5 will give a dotted line. On higher values, only on very fast movements there are big gaps between the dots and the distance seems to be loosely linked with the speed of the movement. The actual value of the "Pixels per step" parameter however doesn't seem to be reflected on those gaps. Meaning that a 100000 value doesn't produce a 100000 pixel gap or something similar to that.

    Furthermore, other than linear "Steeping mode" no other setting works and with in the conditions, the "On horizontal step" and "On vertical step" doesn't work either.

    I've attached a screen capture that shows some of the above. Does these results look as expected?

  • rexrainbow , what justifun said. Perhaps it's something related with c2 version? I'm using 186.2 beta right now.

  • rexrainbow ,

    I can confirm what justifun said, the behavior creates sprites at every tick and other than the Linear stepping mode, Noise shift and the on step condition, no other settings work.

  • shinkan , where is this other shader which actually makes normalmaps on the fly without a need of additional objects?

    Are you referring to the Normal mapping shader by GamesWarp studios ?

  • clockworkmonster , all of us PIGS admire troika and their wise guidance. Perhaps we should create a sect worshiping our leaders and their great minds, who only think for our best interests.

    I am so moved as I write down these lines that I think I'll join the force like your troikacop character and blur everyone to death with austerity measures!

  • TiAm , this is indeed great! Thank you very much for sharing!

  • clockworkmonster , it plays just fine on my system (win7 64bit). Very funny game I have to say Who doesn't love troika...

  • Without a proper shader or a sprite object that supports the separate maps, I find it hard to believe that this is actually feasible. Don't forget that for each Sprite object that we want this effect to be applied, we need at least one extra sprite overalyed, that will hold the "bump" effect. And since this is actually different from what we already have with the normal bump shader, because creates normals from and for animated sprites, the actual image size will increase dramatically for frame by frame animation workflow. For cut-out animations though (as with Spriter) this is an other story. Still, The process should be automatic somehow.