McKack's Forum Posts

  • I see. Thanks for trying anyways!

  • Much appreciated! However, I get this message when I try to run it :\

    And this text below that:

    http://localhost:50000/glwrap.js, line 511 (col 4)

  • Ah, OK. I think I understand, thanks!

    Yeah it seems like it worked on that page, I have a GTX 1070.

  • Neat! Yeah Godot is interesting but I'm pretty bad with code still.

    Is the shadertoy plugin an addon for Construct 2? I'm a little unsure how I'd use that code in a project, if possible.

    Thanks!

  • Anyone able to convert this shader to C2?

    https://github.com/uheartbeast/jitter-free-pixelart-scaling/blob/master/JitterFreePixelArt.shader

    See what it does here:

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  • R0J0hound Is there any way I can modify the outline effect to allow for transparency of the outline to be set?

    Would also be great if it was possible to do an "inline" but I presume the same method of pretty much just offsetting stuff wouldn't work.

  • Any chance you (or anyone reading this, if you have the effect) can re-upload this somewhere?

  • Ah, sorry, I forgot to mention as well that this was in NW.js.

    I investigated further and found this: https://github.com/nwjs/nw.js/issues/6336#issuecomment-352252411 I've been on a version a few versions back, avoiding to update in case it breaks a big project of mine. Testing v0.29.0 it seems the fix has been implemented, however, everything runs at 30 fps now (was hitting 144 fps without issues before) so I'll have to do some more testing, restart my computer and maybe try v0.28.0 too. I'll update with further findings.

    EDIT:

    So v0.28.0 seems to be the best solution for now if you don't wanna fiddle too much. Mouse lock works and the performance is good.

    I found the reason for the poor performance with v0.29.0 (Ashley and NW.js devs are aware as you can see): https://github.com/nwjs/nw.js/issues/6498

    Hopefully an updated version will be available soon that doesn't require manual handling of those command line arguments.

  • Unfortunately I'm unable to use this plugin since at random intervals it seems to read the raw mouse movement as opposite, and at a much greater speed compared to what I'm actually doing. So say I'm moving a sprite using the raw values to the right and it's reading raw X at around 2 to 9 - suddenly it will jump to the left at a raw x value of something like -280 for no apparent reason. Anyone else experiencing this?

    See these logged raw values as an example:

  • Sorry, I don't know. I haven't used C3 as it is subscription based.

  • Kyatric just a heads up I renamed my plugin from "CSS Import" to "Import" after updating it. Perhaps you can list it as Import (Previously "CSS Import") or something along those lines in case people come looking for the old version. The plugin thread has been updated to reflect this as well

  • Shadowblitz16 Sorry for the year-late reply. This just seems to be a limitation due to the nature of how everything works with Construct 2 games/apps. Not sure it's possible to fix since everything basically has to load in before events, plugins etc. becomes active it seems. A better approach for you may be manually editing the exported html for release.

  • tecbug TiAm

    I had that same error message with NW.js. At line 440 in runtime.js I just commented out everything like this:

    /*document.pointerLockElement =	document.pointerLockElement    	||
    											 commenting out the above line makes this work as intended. Don't know why.
    											 document["mozPointerLockElement"]	||
    											 document["webkitPointerLockElement"];*/[/code:rfg10o93]
    This also fixed the problem I had with "Mouse is currently locked" condition.
    
    A couple of lines above in the runtime.js file it actually says "//the below isn't working. Commented out for now."
    Was it supposed to be commented out and was just forgotten? 
    
    Haven't noticed any issues so far after doing that.
  • There you have it.

    Thanks for the quick explanation, Ashley!

  • Does anyone know if it's possible to modify an Sprite using css?

    Thanks!

    McKack

    Not as far as I know.

    I believe Ashley once said the text object can't be styled with CSS because it is rendered differently from control objects, and I assume that might be the case with sprites as well.

    What do you want to do to the sprite, by the way?