Katala's Forum Posts

  • I think it is a bug. Seems like there is only one global pathfinding obstacle map and not instance specific. Even if another is set to solid and other for custom it doesn't seem to work.

    Perhaps an oversight after regenerate region feature?

  • Set Point X Sprite.X+cos(Sprite.Angle+Point.myAngle)*Point.myDistance

    Set Point Y Sprite.Y+sin(Sprite.Angle+Point.myAngle)*Point.myDistance

    Or if I understood this correctly

    [quote:n306uggl](always get the top point of an object (object angle doesn't matter) )

    like variable myangle = 90 then i get the position of point from right side of object

    Set Point X Sprite.X+cos(270+Point.myAngle)*Point.myDistance

    Set Point Y Sprite.Y+sin(270+Point.myAngle)*Point.myDistance

    Note that angle 0 is to the right.

  • Apply the effect to the family. You could probably then take the parameters from Scml for instance when all the parts are already in its container. Picking instances should be easier this way.

  • Yes it works now. Thousand thanks!

  • Is this black line on alpha channel possible to fix somehow on RGBrighter?

  • Vol 2 update

  • Ok thank you all. This gave me some directions. Think I already managed to squeeze few extra frames. It seems this is possible after all

    R0J0hound

    I get around 15-30fps and my pc is still closer to wolf. It seems that fox really doesn't like the my z ordering or moving loads of sprites. Chrome doesn't really care about those. Light actually doesn't take too much more.

  • DrewMelton

    That is my concern that when features piles up the performance is going to suffer but, maybe there is still room to optimise and give some setting options for users. That lighting is the most taxing feature there is. The map loading is also quite complicated.

  • newt

    No there is no third party plugins. It is almost the same as this https://www.scirra.com/tutorials/1196/simple-tile-based-lighting

    Just the wall detection is a bit different.

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  • Final game would use Node-Webkit on desktop computers so I'm mostly interested how it works on Chrome. Firefox gives terrible performance at least for me but, that isn't so relevant when on Chrome I get pretty much constant 60 fps.

    I have decent computer so it would be much appreciated how it works on a bit older machines.

    TEST

    Vol 2

    Added colored lights and light baking for static lights.

    Uses shinkan RGBrighter effect.

    TEST Vol 2

  • I would strongly recommend using state variables. Checking only if animations play or not can get really complicated. Specially on this kind of game where animations play a big role.

  • Quite simple example using adjust HSL effect and Line of sight behavior. However if you cannot use Webgl effects you could also make it use grid of black blocks and change their opacity for example.

    https://www.scirra.com/tutorials/1196/simple-tile-based-lighting

  • Kyatric Sorry this happened to me as well Tile based lighting and few simple tile based lightings

  • [quote:13u3e0lu]If not try reporting it again but directly to node-webkit (https://github.com/rogerwang/node-webkit/issues) since if it doesn't show up in Chrome it's likely a NW specific issue and not a C2 bug.

    Will do that.

  • [quote:x7igatjr]Are you the one working on Flare?

    No but I would like to make something similar. Flare is awesome little game