eli0s's Forum Posts

  • Instead of lowering the light object's opacity, put the light object on a separate layer* (below your objects for the result you're after judging from your picture) and lower that layer's opacity.

    *Don't forget that the default layer in C2 is opaque. If you create a layer and drag it bellow this "layer 0" it will be covered from it. I suggest creating 2 new layers and put your sprite objects on the top layer, your light object (which will hold the shadows) on the middle layer (remember to lower its opacity), and keep the bottom layer for your backgrounds.

  • istavang

    zenox98

    My PC is a 6 year old rig with Intel core 2 quad. I have 16Gb of RAM and a GTX 660 Ti though, but never the less, it's pretty week by today's standards.

    On Chrome I get 60 fps most of the time and the CPU gets as high as 74%. This is on it's peek, with more than 1300+ objects at once.

    On Firefox I get 20 fps and 15% CPU, but the fps are not correct because Firefox freezes for 8-12 and performs like a slideshow.

    I haven't tested Firefox before, I do all my tests on Chrome because it renders more stable and predicable results and since I am only interested on desktop stuff (which in theory should have the same performance with node webkit). It's obvious to me that Firefox does not utilize the CPU correctly. I would have never thought that it would be so bad though.

    istavang, you can also reduce the amount of shadowing objects that each cloud holds. For example, use 12 image points for each cloud frame and increase the size of the shadow object from 8x8 to 16x16 to balance the difference and roughly match the cloud's outline. Finally, reduce the Repeat loop from 24 to 12 times. That should give similar results with half the object count.

  • Welcome back

    I don't have any serious experience with AI, so all I can tell you is based on examples I've seen and on speculation.

    If your game is strictly "grid" based, meaning that all the corridors/rooms/walls/doors are divided into segments, you might just make it with custom movement/events. You could make the player spawn an invisible sprite every x grid spaces and make the friendly NPCs move to the last known location in steps.

    But I think that using the path finding behavior will save you a lot of headaches. Just figure out a system that makes sense, make them move/stop when appropriate. I think that the most challenging part won't be the movement, but picking which target should they choose to go/attack to.

  • Yeah, coffee does help sometimes

    The dynamic shadowing plugin is in its infancy right now. v.170 was the first time ever having such a system. I think that it will improve and expanded upon in the future, so building your gameplay and level design around its current state might cause you problems later on.

    There are other ways around your darkening rooms mechanic, a simple one is the following -that of course can be improved using variables and UIDs to link each room with a certain doors etc.

    [attachment=0:1nistk12][/attachment:1nistk12]

    I suggest try and develop some other mechanics of your game first, give the lighting/shadowing system some time to develop and come back to it later on, when it has proven more useful/reliable.

    Anyway, good luck, if you need anything don't be shy

  • I can't interpret this "the player can see through the shadow cast by the walls when they're close to said wall". You mean that when you come edge on with a wall, that particular wall stops emitting shadows?

    If yes, perhaps you are using a light radius that is too big? The light radius should be half the size than the diameter of the smaller shadow caster object. In practice, if you have a wall that it has 128px width and 8px height, the light radius shouldn't be more than 4, since 8 is the smaller dimension and the radius has to be <= of that dimension.

    As for the next part, for the time being, there isn't a way to have a shadow casting object be both above the shadows and below the shadows, depending from if it's being shadowed by an other object or not.

  • I am not sure I understand what you mean. Can you post the capx..? A simplified version will do.

  • No problem

    About that sprite that turns completely black, try to pull it up in the z-order (right click/z-order/send to top). If you don't want to be covered by the shadows, it has to be above the the light object.

  • Use the attach function, available when in Full Editor mode in the forum...

  • You could use the new shadowing system. See the following capx.

    [attachment=0:w6xrzxjx][/attachment:w6xrzxjx]

    An other way could be to use black sprites above each room and lower their opacity every time the doors that lead to each room are opened.

  • I am glad that you made it

    Keep it up!

  • irina very interesting result! I' d never thought that by using scaling and not parallax would deliver such an effect! Thanks

    QuaziGNRLnose woow, that's a lot a stuff to look at!

  • QuaziGNRLnose , thank you for your detailed answer. I am very impressed so far, but since I am not very familiar with many technical procedures, I would really like to see a video demonstration of how you set up a basic scene. You know, practical stuff, a showcase of the things you mention above within Construct's environment, nothing fancy.

  • Add a "for each enemy" into your condition (put it above the distance check) and see if that fixes it.

  • QuaziGNRLnose Amazing! LOL, I can't get the last matchstick, I keep hurling into space trying to get on the last sphere!

    I'd also like to see how does the plug in integrates with Construct.

    How do you import and place the 3d objects, is there any visual feedback from within the editor, or this is done programmatically using events? The same goes with the animations, the materials, the lights, the cameras... It would be awesome if you make a video presentation about how you setup and configure a simple scene.

    Anyway, the results are truly great, I only hope that implementing the 3D space into a 2D software doesn't end up making the workflow harder than using a native 3d middleware like Unity.

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  • I see. Then yes, you need some kind of a loop that checks if one color is the same with an other and if yes to change it. I'll be damned if I knew how it's done 8\

    Sorry for not being able to help, I am sure that others can though