iyenal222's Forum Posts

  • Hello, looks like the addon file is not anymore accessible, please do someone have it and is able to reupload it? Thanks in advance!

  • I am pleased for me to introduce my new game :

    Pop It !

    a game that will make you pop !

    Relax and explode bubbles where you want, when you want !

    Simple and easy to handle but hard to get out, play against the time and chain bubbles.

    Get through a flood of bubbles, and unlock new worlds that will put you out of breath, all that in graphic atmospheres modern and relaxants. You will like popping bubbles !

    An essential, cool and good game totally free, play it everywhere without any ads !

    Are you ready to take on it ?

    • 3 universes of bubbles to get rid off, including a exclusive level

    • Simple and relaxing game

    • Spice up your game with awesome powerup

    • Increasing difficulty and experience

    • Full HD graphics and effects

    • Synchronisation on all your Android devices

    Download it on Google Play : https://play.google.com/store/apps/deta ... udio.popit

    Share us on social networks !

    Facebook : facebook.com/Pop-It-437279369980199/

    Twitter : twitter.com/iyenal222

    Developed with C2 and compiled with Cocoon IO.

    Feedback are welcome ! Thanks !

  • Please do you can upload the plugin on an another cloud, dropbox links don't works for me.

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  • I think the problem is from Phonegap and not C2.

  • Good idea blackhornet thanks.

  • So here's the effect file of the light rays shader (beta):

    1drv.ms/u/s!AlDGczITUGYolHFbV6wf6jjJDF-W

    Try many values, but the alpha isn't implemented for now.

  • Very good generator but can we generate many font colors at the same time or load them in C2 directly ? (embedded white to color C2 effect maybe ?)

  • Really, thank you very much Gigatron ! It is working as I waited.

    You have worked so much on it I can't thank you enough.

    I will publish in the next post the final C2 shader.

  • I can't PM you, sorry, I don't have enough reputation.

    Here's the original code :

    //From https://ax23w4.itch.io/lightrays-2d-effect
     
    Shader "Custom/LightRays"{
        Properties{
            _Color1("Color1",Color)=(0.1,1,1,1)
            _Color2("Color2",Color)=(0,0.46,1,0)
            _Speed("Speed",Range(0,5.0))=0.5
            _Size("Size",Range(1.0,30.0))=15.0
            _Skew("Skew",Range(-1.0,1.0))=0.5
            _Shear("Shear",Range(0.0,5.0))=1.0
            _Fade("Fade",Range(0.0,1.0))=1.0
            _Contrast("Contrast",Range(0.0,50.0))=1.0
        }
        SubShader{
            Tags{
                "Queue"="Transparent"
                "IgnoreProjector"="True"
                "RenderType"="Transparent"
                "PreviewType"="Plane"
            }
            ZWrite On Lighting Off Cull Off Fog {Mode Off} Blend One Zero
            Pass{
                Blend SrcAlpha OneMinusSrcAlpha
                CGPROGRAM
                #pragma vertex vert_img
                #pragma fragment frag
                #include "UnityCG.cginc"
     
                float4 permute(float4 x){
                    return fmod(34.0*pow(x,2)+x,289.0);
                }
     
                float2 fade(float2 t){
                    return 6.0*pow(t,5.0)-15.0*pow(t,4.0)+10.0*pow(t,3.0);
                }
     
                float4 taylorInvSqrt(float4 r){
                    return 1.79284291400159-0.85373472095314*r;
                }
     
                #define DIV_289 0.00346020761245674740484429065744f
     
                float mod289(float x){
                    return x-floor(x*DIV_289)*289.0;
                }
     
                #define REPEAT_Y 1000.0
     
                float PerlinNoise2D(float2 P){
                    //Mirror the pattern on large Y number
                    if(floor(P.y/REPEAT_Y)%2==0){
                        P.y-=floor(P.y/REPEAT_Y)*REPEAT_Y;
                    }else{
                        P.y-=floor(P.y/REPEAT_Y)*REPEAT_Y;
                        P.y=REPEAT_Y-P.y;
                    }
                    float4 Pi=floor(P.xyxy)+float4(0.0,0.0,1.0,1.0);
                    float4 Pf=frac(P.xyxy)-float4(0.0,0.0,1.0,1.0);
                    float4 ix=Pi.xzxz;
                    float4 iy=Pi.yyww;
                    float4 fx=Pf.xzxz;
                    float4 fy=Pf.yyww;
                    float4 i=permute(permute(ix)+iy);
                    float4 gx=frac(i/41.0)*2.0-1.0;
                    float4 gy=abs(gx)-0.5;
                    float4 tx=floor(gx+0.5);
                    gx=gx-tx;
                    float2 g00=float2(gx.x,gy.x);
                    float2 g10=float2(gx.y,gy.y);
                    float2 g01=float2(gx.z,gy.z);
                    float2 g11=float2(gx.w,gy.w);
                    float4 norm=taylorInvSqrt(float4(dot(g00,g00),dot(g01,g01),dot(g10,g10),dot(g11,g11)));
                    g00*=norm.x;
                    g01*=norm.y;
                    g10*=norm.z;
                    g11*=norm.w;
                    float n00=dot(g00,float2(fx.x,fy.x));
                    float n10=dot(g10,float2(fx.y,fy.y));
                    float n01=dot(g01,float2(fx.z,fy.z));
                    float n11=dot(g11,float2(fx.w,fy.w));
                    float2 fade_xy=fade(Pf.xy);
                    float2 n_x=lerp(float2(n00, n01),float2(n10, n11),fade_xy.x);
                    float n_xy=lerp(n_x.x,n_x.y,fade_xy.y);
                    return 2.3*n_xy;
                }
     
                float4 _Color1;
                float4 _Color2;
                float _Speed;
                float _Size;
                float _Skew;
                float _Shear;
                float _Fade;
                float _Contrast;
     
                fixed4 frag (v2f_img i):SV_Target{
                    float4 color=lerp(_Color1,_Color2,1-i.uv.y);
                    float noisePos=i.uv.x;
                    noisePos+=-0.5;
                    noisePos*=_Size;
                    noisePos+=(1-i.uv.y)*(_Size*_Skew);
                    noisePos*=1/lerp(1,_Shear,1-i.uv.y);
                    float val=PerlinNoise2D(float2(noisePos,_Time.y*_Speed)) / 2 + 0.5f;
                    val=_Contrast*(val-0.5)+0.5;
                    color.a*=lerp(val,val*i.uv.y,_Fade);
                    return color;
                }
                ENDCG
            }
        }
    }[/code:ihoa70sn]
    
    Thanks very much for you help, Gigatron !
    Now it works as a light rays :
    [img="https://s7.postimg.org/3uvkrg9uj/Capture.png"]
    But it's a little weird compared to the original result :
    [img="https://img.itch.zone/aW1hZ2UvMTI4MTEwLzU4OTY1OC5naWY=/347x500/ll8oV5.gif"]
    And in C2, it's pink...
  • Rebump

  • Here you go : (https)1drv.ms /f/s!AlDGczITUGYolGLWEwNc0TeU1VQk

    (remove the space)

  • I have found Directional Blur effect on my HDD if you want.

  • I am also interested.

  • I tried this, but only WebGL crashed. I prepared my computer to be shutdown...

    Maybe an infinite loop. On mobile devices also it crashes ?

  • bump