megatronx's Forum Posts

  • My mistake, you can store object state as json and then recreate it trough json. But you can create from json. Thought I am almost sure there was option to do that a while ago.

  • You can save and import objects from string. The only downside is that they are being imported with their original uid and z-order. Oh and I just remembered Ashley can you do something about exporting objects to ajax, so when they are imported back from string, they will be given new uid, and z-order, optionally? Cheers.

  • Lol I'd settle for shadow casters that weren't additive like in Thomas was alone.

    http://store.steampowered.com/app/220780/

    I agree.

  • It was one of the extensions i have installed. Thanks folks!

    Ashley Thanks for the tutorial. A question: do you think you could include shadow map generation in c3 for static shadows ( and we could use blending modes on them for example )?

  • Well, you can do quite well already with a few layer effects and techniques - here's an example with 2 moving lights casting shadows, each with fade-out: https://dl.dropboxusercontent.com/u/15217362/2waylight.capx

    It does become difficult though when the lights move further apart. Because they draw shadows instead of light, it's quite tricky if one light is casting a shadow over another. It's hard to make it brighten the shadow back to lightness.

    The best approach is to start with darkness, and then add lights on top, additively blending so they contribute light. This means later lights can light up areas that are in the shadow of other lights. It also makes colored lights easy. Then you can multiply-blend the resulting "lighting map" with the background, and it applies lighting to the game.

    I thought we'd need nested layers to do this, but no! It's also already possible: https://dl.dropboxusercontent.com/u/15217362/3waycoloredlights.capx

    The real trick is multiply is associative. It's hard to have your background and then have multiple lights on top of that, because it's difficult to render the lights together and then multiply blend the end result without nested layers. So - you can render all the lights first, and multiply the background on top of that! It works out the same because a x b is the same as b x a, so the ordering doesn't matter. So here the crux of the trick is you'll notice the background layer on top of all the lights.

    You're right, this would make a good tutorial

    Links are not working ^^''

  • Well, you can do quite well already with a few layer effects and techniques - here's an example with 2 moving lights casting shadows, each with fade-out: https://dl.dropboxusercontent.com/u/15217362/2waylight.capx

    It does become difficult though when the lights move further apart. Because they draw shadows instead of light, it's quite tricky if one light is casting a shadow over another. It's hard to make it brighten the shadow back to lightness.

    The best approach is to start with darkness, and then add lights on top, additively blending so they contribute light. This means later lights can light up areas that are in the shadow of other lights. It also makes colored lights easy. Then you can multiply-blend the resulting "lighting map" with the background, and it applies lighting to the game.

    I thought we'd need nested layers to do this, but no! It's also already possible: https://dl.dropboxusercontent.com/u/15217362/3waycoloredlights.capx

    The real trick is multiply is associative. It's hard to have your background and then have multiple lights on top of that, because it's difficult to render the lights together and then multiply blend the end result without nested layers. So - you can render all the lights first, and multiply the background on top of that! It works out the same because a x b is the same as b x a, so the ordering doesn't matter. So here the crux of the trick is you'll notice the background layer on top of all the lights.

    You're right, this would make a good tutorial

    Links are not working ^^''

  • megatronx

    for me the godot seems to be the most easy step in to scripting. The GDscript is very simple to understand and I believe that learning some scripting will eventually pay off.

    Thanks for info, but right now don't have will, while doing several other things. Maybe in future. Though I wish they'd just do event's too.

  • For any game with high dependence on collusion checks, I highly recommend the "slowdown" feature.

    It is amazing in terms of compensation on lower frame rates and keeps everything smooth.

    What is the "slowdown" feature?

  • It's ready, and takes almost 25 pages. I'll add some gifs and probably a video, and I'll have it corrected by a real english dude (I'm french, I did my best to write everything correctly but I suppose there's still some incomprehensible bullshit somewhere) then I'll submit it. Any feedback will be welcome, so when I'll post it there, feel free to say anything. It should be available in two weeks, maybe earlier.

    Cool! looking forward to it!

  • Godot looks good. I'll give it a shot when they'll have that visual scripting ( as I have no intention of learning how to script )

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  • I have external file with data to use with ajax and tokens. Having that kind of linear format of data works best for me. With external arrays there is so much to think about in terms of layout that I just can't be asked.

  • The problem with native export is you need multiple codebases & renderers to go cross-platform, like CC with DX9, it's windows only and requires a lot of effort to port.

    But guess what?

    Vulkan is the answer.

    It's cross-platform, Windows, Linux, Android.

    MAC OSX has Metal, which is a derivative of Vulkan.

    Looks good. Are you suggesting Vulkan wrapper, or for c2/c3 to completely switch api?

    https://www.khronos.org/vulkan/

  • People do complain about products their bought: sometimes their complains are legit, and sometimes they are not. But I have to agree with others, that while promoting c2 having exporters options is cool and all, having them constantly producing issues is not. It is a gray zone somewhat in terms of legality, since you technically can do all those things, means, export. From customers point of vie tough, having issues caused by those 3rd party programs is really a massive bummer. Development is hard process of balancing between pleasure and frustration, but from personal standpoint, issues that are caused by 3rd party stuff are simultaneously enraging and disheartening. And if I'd be a company who's making software, I'd look for solution to it myself, to give customers best ux possible. Got to note Im not implying that Ashley is not working hard, because he is and is doing great job. But sometimes I can see that sometimes choices he's making don't seam like they are in best interest of the end product, by which I mean a finished game, not a prototype of something. And I'm not accusing him of any bad intentions, however me and may others just'd like to show things in a bit different light then to how things are now. For us the end product, our end product is most important of all, and we can ignore some minor inconveniences in the editor etc, but game's got to work 100% fine, especially that none of us is making The Witcher or Elder Scrolls here, or even Doom. And to finish this, my current problem with nwjs, and early on in development, is that at some resolutions ( or in other words window size ) some objects (sprites) are displaying with a glitch that looks like there is extra pixel or two bar to the side or top, while not on others, even thought they might be same objects.

  • Cool, thanks for clarification.

  • Hello,

    I'm building random levels generator, and I wander how can I create probability of spawning something; should I do it this way, or is it not probability: random (100), is between num A and B ( ex. 30, 70 )? I'd also would like it to change throughout the game. Any thoughts?

    Thanks