eli0s's Forum Posts

  • I don't get it... Can you post a simple capx that contains the basic functions and the problem..?

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  • ...I didn't know the separation could be limited by sprite boundaries if you apply it on the sprites themselves. I'll make sure I avoid that...

    Cool, just don't forget that the layer has to be transparent, otherwise it will also seperate the layer's color!

    Maybe it could be used as some kind of shadow/motionblur trail too? Mmm...

    That would be very interesting! Perhaps a second sprite that holds the effect on a dedicated layer and apply the effect's presentage based on the speed of the Player..? The hard thing will be to link somehow the RGB color offset in a way that follows the player's direction when he/she moves at an angle.

  • I think this isn't an official webGL effect. Anyway, there isn't that complicate to figure it out. The first 3 parameters are shifting the RGB colors that compose the image on the X axis, the next 3 parameters are doing the same for the Y axis and the last one controls how much of the above will be shown.

    If you apply the effect on the sprite, it will be bound to the spite's own dimensions (it will not "bleed out" color beyond its actual borders). If you apply the effect on a layer however, it will spread the RGB colors of each and every sprite on that layer around.

    The way it shifts the colors is a bit strange though.

    If you push the Red color 100 px on the right (when applied on a layer for example), it will create an image without the Red channel 100 pixels on the right (a bluish image like having only the G+B channels), and keep a reddish image in place. (The same thing will happen for any individual channel.) If you add to that a 50 px shift on the green channel, you'll get a second, purplish image 50 px away (as a combination of the R+B channels) and you will be left with a yellowish image in place (as if having the R+G channels)...

    I know, it's weird... It renders interesting "damage" effects when used subtly though.

  • jobel , my bad, I was positive that limitation existed. Apparently it doesn't! By the way, have you tried playing your capx on the post you directed me on Chrome now? The same thing happens. I think since you are the OP you should report this to Ashley. It might be something from his end, but even if it's not, as a developer (and a genius) he should be able to pinpoint the problem and push it to Chrome devs...

  • You only have to create your objects on the first layout. Use a separate event sheet on the second layout that won't have the creation event as the first one...

  • Then the problem should arise from the fact that music files can't be player simultaneously. Weird that on some browsers it works though...

  • It's not the code. I've tested it on the following browsers and got different results:

    On Firefox it plays just fine, every time.

    On IE (11) it also plays fine, every time.

    On Chrome, half of the time it plays fine (literally, if I refresh the page, every second time it doesn't work)

    On Node-webkit it never works.

    I simplified the code, just leaving 1 box, and still it doesn't work as it should. This is probably a bug either on C2's behalf, or Chrome (and on the chrome based node-webkit).

  • Not by default. However, there is the Q3D plugin (which is commercial) that lets you import 3d models and render them on a 2D canvas. It's still under development and I hope it will improve both in functionality and in simplicity in the future. You can check the related topic here

  • To be honest I didn't understand that you wanted to make a glow in an external sofware. I thought that you wanted to make it dynamically within Construct. So, yes, any photo-paint software that respects it self should suffice for the effect you are after!

  • You could use the outline webGL effect. You'll have to get it from this topic https://www.scirra.com/forum/viewtopic.php?t=75574&start=0 and put it in your installation folder.

    See attached capx for an example...[attachment=0:mftw0qcx][/attachment:mftw0qcx]

    Now, if the effect you after is a blurred additive glow, you'll have to use a different sprite on top of the spaceships and set its blend mode to additive.

    See the following capx...

    [attachment=1:mftw0qcx][/attachment:mftw0qcx]

  • I've devised a solution, provided that the UI layer is the top-most layer.

    What you need to do is to put an empty layer bellow the UI layer that will act as an Adjustment Layer in After Effects: it will affect every thing bellow. The way it works is to add to it the experimental "water background" effect as the first effect on that layer, and any effect you want to apply to all the layers bellow after that. The water background will force the effects to the layers bellow but it won't apply any watery distortions if the layer is empty.

    I've attached a capx file to see what I mean.

  • rexrainbow Thank you so much!!! As I feared, it's way out of my league, too complicated stuff inside But I learned about your light behavior which is very neat! Thanks again!

  • It seems like it. Of course that will have accumulative impact on the system resources. It will be x layers times more processing intensive than before. What kind of effect you're want to apply?

  • If you apply an effect on the layout level, I don't think that there is a way to exclude any layer from it. C2 probably applies the effect after it renders all the layers.

  • rexrainbow can you please post the capx from your laser example? The other example files are too abstract for my understanding, I'd really appreciate seeing the practical usage between the laser and the mirrors and how does that relate with your balancer's looping event.