matriax's Forum Posts

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  • Ashley any idea?

  • I tried using layers, camera distance, Z-Order but nothing.

    Is to avoid cliping, like a gun in FPS games:

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    I know is possible render 2D on top or under 3D. But what about render a 3D object above any other 3D object? Any workaround? Maybe some FX on the layer or mask in some way? Any idea?

    In godot it looks there is some shader that does the work:

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  • How i get this behaviour with Line Of Sigh?

    I tried LOS in objects, on player, both, custom obstacles, families single object, inverting order of set opacity 20/100... but nothing, any idea?

    One workaround is make the collision 1 pixel small in all sides, an almost works correctly, but due this sometimes one line horizontal/vertical got light so its weird.

    Any fix?

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  • This is my actual config:

    i.paste.pics/2d7b7c658648755e093a9f550b0ad286.png

    i.paste.pics/ba488272fdabc97c8507e29dd1853450.png

    At some point it not reduces the sound ¿?

    I tried maximun distance, but not matter if i set 1 or 10000, the sound reduces constantly until x point and stops. So you can still hear the sound.

    I can play with Roll-Off and Reference distance to make reduction to 0 but it reduces so fast, i want to reduce to 0 constantly from close to 1000 pixels for example.

    Maybe the Maximun distance is bugged? Because it should stop reducing at X pixels and as said, no matter if you set 1 or 10000. ¿?

  • Do give feedback if it works. You can do with it whatever you want (unless X3M or Davit Masia overrule this).

    Well, im Davit Masia so no problem in that way XD, and talked time ago with X3M and told me due he dropped the support and no longer developing on it he gave me permision to distribute all by free.

    I see, so, atm its just a first step, updated for 4.2 and the files needed for C2 and C3 conversion.

    Wonder if somebody can work with that to push further in a long term :P

    Btw, thanks for the work!

  • fumetsujo LOL! Just days ago talked in discord about the idea of create a Babylon JS plugin 4.2v free for C3,etc... and now this appears :P

    Are you alone doing the plugin? Doing as hobby? full time? Had previous experience on C2/C3 plugins?

    From what we discussed the other day, before start a plugin it needs some good design to see all the stuff needs to be done and how, trying to be compatible with C3 default behaviours/plugins,etc... so wonder if you did some design, research, have some todo-list or what have you planned?

    Also, having in mind the lot of work it can be, and due C2 is gonna be retired next year, maybe better put all the efforts in the C3 version instead ¿?

  • Just filled an idea with all this :P

    construct3.ideas.aha.io/ideas/C3-I-1598

  • But the Tilemap method not works on C3 due low perfomance, im looking a new way to get pixel destruction in C3 that allows physics and shadowcaster.

    Btw, this is the method used using the tilemap 1x1 trick, but as ashley said in other post the seamless off mode which does the trick in this case has been cut from C3 features, so looking other way to achieve the same.

    drive.google.com/file/d/1sU6xnx0bXecI6F7DEkKu_GsKgVExk7v7/view

  • Yeah thats an old example, now i not use pick or overlaping, get the XY hit point via LineOfSight and apply erase tiles with a radius formula to make a hole.

    Due as Ashley said , tilemap is not made for that, then will be great some plugin or behaviour on C3 to add destructible terrain to any sprite/tilebackground or whatever.

    So a focused object/bahviour with options to config as needed will be great, if the tilemap seamless thing is not possible on C3.

    In C2 with the tilemap trick i was able to do this , and FPS at 60 with low CPU usage: i.imgur.com/4fVcTRj.gif . Now in C3 that is imposible.

    I found some JS script about destructible terrain here:

    jsfiddle.net/ARTsinn/uwdvs

    Edit:

    And this one looks good too, on removing the terraing without nothing underhim goes down for a more realistic platformer:

    codepen.io/The-Builder/pen/HLazl

  • Yep seems is that. I turned On and then the perfomance is bad as in C3.

    EDIT: Jus saw mode OFF was removed for some reason, so i gues then, what i said in last post, some plugin/behaviour focused on destructible terrain then Ashley

  • In C2 using tilemaps of 1x1 pixel size + physics + shadowcaster i was able to do this:

    https://i.imgur.com/4fVcTRj.gif

    But now in C3 is not possible due even with one tilemap with a small block size already gets 100% of CPU when you move the player around.

    So, how get that sprite destruction with physics + shadowcaster without the tilemap trick?

  • Sorry i should explain better, move the player!

    When you move the player, in C2 its 10% max usage on CPU, but in C3 on move player, using arrows it gets 100% CPU, in my case. ¿?

    Thats 10x times more slower!

    BTW, in my tests, in both cases worst, on click the C2 gets max 5-6% on C3 it gets 8-12% sometimes. So no idea. (Using Chrome in both cases)

  • In c2 i get max 10% of CPU usage, after import in C3 gets 100% CPU

    drive.google.com/file/d/1sU6xnx0bXecI6F7DEkKu_GsKgVExk7v7/view

    I use tilemaps of 1x1 size and only one tile. Maybe in C3 the rendering is not optimized as was in C2? Any idea Ashley ?

    Somebody can try it? Maybe in C3 it needs some checkbox that needs to be activated/deactivated? ¿?

    When you move the player, in C2 its 10% max usage on CPU, but in C3 on move player, using arrows it gets 100% CPU, in my case. ¿?

  • On shaders with distorition, if you set opacity/angle different that the ones by default, this happens:

    They have angle 1 and opacity 99.

    https://i.imgur.com/YyD4SZ1.gif

    When the sprite with a shader overlaps a side seems it manages the XY coordinates in a bad way.

    The one with a light is a specular for a normalmap, the one in the right is the official lens2 shader by scirra.

    Easy to replicate, just add a sprite, set white color and change angle or opacity, when you scroll and the sprite overlaps one side of the window does that.

    Not only on runtime, it happens on C3 workspace too if you scroll.

    Is a Bug Ashley ? If not, somebody know how to fix that?