Gigatron's Forum Posts

  • Hi

    Here is another nice stuff from me , i have ported canvas loader to C2.

    What is loader ? http://heartcode.robertpataki.com/canvasloader/

    I am inspired from here and used the source for making this nice plugin

    in 4 hours...

    Some parameters are here: like shape forms colors fps range .. please test it.

    I think it's now usable cause minified errors were killed and it's working nice .

    live demo:

    http://gigatron3k.free.fr/html5/C2/plugin/loader/

    Plugin file:

    http://gigatron3k.free.fr/html5/C2/plugin/loader.rar

    It's an animated plugin so no need to save json state or else.

    No need to add event or someting else, just insert Loader plugin in your project and run it.

    The size of object is the size of shape..

    Thx for your attention..

  • Mais c'est quoi le capx ?

    C'est le fichier de votre project construct2 sauvé en single file ou simple fichier ..

    ex: monprojet.capx

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  • Retro-tastic

    M.A.D cracktro example from Amiga running under my C2 plugin textfx....

    http://gigatron3k.free.fr/html5/C2/plugin/textfx/

    ..

  • Il faudrait quand même le .capx pour voir le problème.

  • I'd like to try it.

    Can the height of the bounce be changed over time? to simulate it losing power?

    Yes , i must code some actions ... be patient please .

  • Okeeey minifyed problem solved ... and three js object merged with Construct Canvas

    all in webgl drawing please ::

    here are Codef 3d library with threejs and power of C2 SDK to make plugin easy...

    eight months before I would have never believed.. the secret is simple .. more than 5 hours of code/day

    and night please ... that is the reality .... working for learning !

    http://gigatron3k.free.fr/html5/C2/threejstest/

  • So to try what can we make port or done with C2.... I can easily say .. ' You can make allllllll'

    To continue with Codef framework... in the past when before executing demo intro on old machines like Amiga Atari and PC Dos.

    There were decrunch part.. with colored screen;

    i tryed to port Codef decruncher and done it; i will show you the result of this plugin.

    in top Amiga, left Atari and bottom right Pc Dos decrunch simulation..

    http://gigatron3k.free.fr/html5/C2/plugin/decruncher

  • For those who are old enough - welcome back the cracktro, thanks to Gigatron

    Inspired from Codef Framework : http://www.wab.com/?screen=0

    and i have an Amiga 1200/060 50 mhz ..now i am using Winuae

  • Gigatron, I'll take that starfield behavior (especially if it can go vertically instead of horizontally )

    Yes you can use 2d Starfield plugin and set X Speed To 0; Y Speed to 2 and the stars moves verticaly.

  • Okay, sounds nifty. Do you plan to release it to the public?

    sorry for late response, i must code some modifications .. so will release one day depending my to do list ..

  • Hi there

    don't know if it's exist... So here is my first behavior attempt... simple but usefull i think...

    This demo was coded with 1 Event .. for loading future composer module at start of layout ...

    Bounce Behavior will bounce your object ..coded Faster than light in 15 minutes..

    Live demo : http://gigatron3k.free.fr/html5/C2/behavior/bouncing/

    Use chrome for 60 fps ;

    Will release it on demand ... cause it's not finished ..(aces is not complete)

    Regards .

  • If you can, remove offsetX and offsetY or declare them like ; const float offsetX=0.0;

    don't know why do you use them ?... if it's for moving flame... i prefer to move sprite x,y front of Picture instead using offsetX and Y variables.

    http://gigatron3k.free.fr/html5/C2/shtest

    One of fire is now moving with mouse pointer x,y

  • So there is no shader errors .. the problem is shadercode presets .

  • I think there is no errors in fx file..

    can someone test this example ... ?

    If there are no issue then it's shadercode preset problem on the .capx file.

    http://gigatron3k.free.fr/html5/C2/shtest

  • I think is a similar error that on my other shader of flames that was solved by Gigatron :

    Seems i can't use the X variable of the shader position, when i do some cards not do the work correctly and this happens. I guess is the same or similar error, i can't confirm.

    I will try to solve the problem, sorry for the inconvenience :S .

    Note: My card is a NVIDIA Geforce GTX 670 , and works perfect :S

    Edit:

    I guess the problem is in this two lines that modify the coordinate X and make in some card you only see a half:

    > q.x *= 1.0; // Number of flames on horizontal
    q.x = mod(q.x,1.0)-0.5; // 1=Separation / 2- Move to right
    [/code:2th11zra]
    
    But after try some things i can't it working the same using other format or mixing, or deleting and creating some different 
    

    It's working for me ...

    I need .capx file to understand this issue..