megatronx's Forum Posts

  • > I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    >

    > Re resolution, I had to set it to 8k, otherwise it was pretty bad.

    Can you post a picture the moment the shadow is 'flickering'?

    Just fixed it!!

    In runtime.js set shadow auto frustrum to false! Not flickering anymore, nor disappearing. R0J0hound

    MegaMente Br How did you fix your skybox seam?

  • Wow! You are a lifesaver!! Thanks a lot!!

    Since I was looking for effects, I didn't think of looking in the addons subforum...

    I didn't even know effects could be packed as addons! I thought addons were only for new behaviors and object types. I always just copied the effect files to Construct's Effects folder, hehe.

    Thanks again!

    Your welcome!

  • > > > R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

    > >

    > > Whats the shadow issue?

    >

    > Two issue actually: 1. it flickers 2. It shrinks/expands/disappears depending on the viewing angle/ Now I know it is Z axis related. for shadows created at Z close to camera Z it doesn't happen. There's also a possibility that because of two sided mesh it generates two different shadows being casted from two opposing angles.

    About the flickering:

    I saw that... I didn't test, but I think that if you use rounded rotations it will be 'flikerless', what shadows map configs are you using? I think (3096; Infinty; 0.05) it's pretty good. Also, If you make your game 'higher', I mean, making your player have 300 pixels high instead of 32, for example, it might not even be noticeable.

    About the second issue:

    What??

    But... have you tried moving the light a bit and it's angle, or making the shadows bias higher a little bit?

    I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    Re resolution, I had to set it to 8k, otherwise it was pretty bad.

  • > R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

    Whats the shadow issue?

    Two issue actually: 1. it flickers 2. It shrinks/expands/disappears depending on the viewing angle/ Now I know it is Z axis related. for shadows created at Z close to camera Z it doesn't happen. There's also a possibility that because of two sided mesh it generates two different shadows being casted from two opposing angles.

  • The light actually has its own frustum and it may very well be off. Ideally it contains the whole scene.

    But I’ll be honest here it’s unlikely that I’ll be doing any more changes to this plug-in any time soon.

    IK R0J0, you've been saying this for a long time now. If I could do js I'd fix those things myself. It's just so close for this plugin to cover 100% of my need. Shadow issue fix and vertex as mesh export/import would make it 100%. I hoped that once you save verts as mesh, and then save state of the plugin, it will also save the models, but it doesn't work this way.

    I've managed to figure out method to have 4mln polygons or even more in the level, running at max refresh rate ( 75fps on my screen, in the debugger!!! ) - really giving a lot of thought on my side to maximise its potential. ( I shall be showing what I've done in the near future thought right now got to focus on another project ). But I wanted to use a layout to generate mesh, then just load it when needed on another layout to trim down layout starting time.

  • R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

  • I am not feeling good.... :/// (I am just a bit upset about not knowing that before)

    Now I have to study like a month to understand how does this work! I just picked up the example you gave me but I can't even imagine how It works....

    I mean, To make it work for every mesh I will have to learn how mesh loading works and know how illumination must work FOR EVERY vertex... (I am crying internally in many different ways....)

    But anyway, thank you. I will try to see if this is easier rather than sync a 2D object with a 3D object.

    It's not hard, believe me. It is actually simple. Only thing about verts is that in this plugin they are not accessible after their creation, so you won't be able to have dynamic shading and lights, meaning you got to calculate it on creation.

    As for creating polys with verts, it is very easy, really. And you can help yourself by creating one bigger texture and point uv to a section of it. Ie. texture has 16x16 equal size tiles, so then with uv's you can use int's as texture corodinates and divide them by number of tiles in the texture, U = textureIDx/16, V = textureIDy/16 for left top corner of the texture and for bottom right you do U = (textureIDx+1)/16 , V = (textureIDy+1)/16, and so on.

    Ask ChatGPT, it knows construct2 and algebra, so it can produce psudo events for you. I always start prompt with "Construct2, events system, create a program:"

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    It seems reasonably busy as ever to me. Early January is often a quieter time of year though.

    People usually come to the forums when they have a problem. So to some extent, well-designed and easy-to-use software should have a quieter forum, whereas complicated and problematic software would have a lot of people posting!

    I can see your point! Btw. Happy New Year!

    I'd like to share something with you. I don't want to embarrass you, but some 4 years ago by hand of fate, out of nowhere, I've meet and later worked for 3 years with one of the original clickteam founder and developer, and he told me story about you, that you were a kid genius making the best plugins for MMF and I think for GF. In the way he told me this I could still see his awe towards your talent. But he was also very pissed that you left and started construct ( if I recall from when I joined construct forums, it was about HW ). Funny but he wouldn't even allow me to speak about it, so sometimes when I wanted to tell him something related to construct, I'd have to say something like "you know, in that program that cannot be named ...". hehehe. He was working on new tool at the time, js engine where you use basic, and I saw a huge potential in it, because as mush as I find events simple to work with, the speed of typing something vs speed of adding events is quite big, and I wish there would be construct script, events in scripted form. Also as I'm at it creating 2d and 3d objects from verts and colouring each vert options would be great. That's in ROOJ 3d plugin, and I'm using that atm. And I recently installed CC just to check something from old project, and I got to say, native exporter input snappiness can be felt there, plus some of the solutions seamed bit more useful, then the way they were done in later version. But that's not a request, nor a complain, just something I'd personally would benefit from, as I want to make 3d retro games, but with a bit more graphical variety then just cubes and pyramids as it is in c3, and with a bit more control. That's why I was rooting for his proj, as it was gong to be doing 3d too. But it's not fully there yet, maybe will never be, and it was taken over by rest of his team while he moved on, and I, with new understandings about programming I learned from the man came back to c2 and making in it something very cool.

    But yeah, a little intertwined story here.

  • > How is it going?

    I decided to have some days off the project, it was really stressing me a bit. I might get back into working on it soon...

    And you? Did you figure out how to use Paster correctly?

    What was stressing you out about it?

    I know about many of the 3d plugin's and c2's quirks, so write if you get stuck, I might help you with finding ways around them.

    Yes I did. I also made events to convert image points from tiles inside sprite atlas, that I create quads and tris with, and also have added data to their names and pointers, in to arrays that hold the meshes, so I can tell those points represent quad or tri, so later I can go trough whole mesharray in one single loop. So also finishing events that deal with that, and that parse pointers in animation names, so that if I have several different tiles but they are using same mesh, I only store the mesh once, and point to it for other tiles. I guess I could have made things slightly simpler, but on the other hand, I can create a lot of unique meshes quickly with this system, inside the plugin itself, so I can implement per vertex lightening to the scene ( otherwise vert colour apply to all verts in the object ), and I can have super high performance since I'm only using single map object.

    And started implementing proper pre calculated lightening system, so already have normalised vectors and some of that stuff.

    But I'm also warned out, so once this part is done I'll take a break. But it's almost there. And once it is done, and I'll come back to it, the actual game dev begins and sky is the limit.

  • I tried doing what you said and now I am getting at maximum 20.000 collisions checks, I thinks this might be better :D

    Unfortunately, after a few new implementations I still got some issues with lagging. I will wait until the 'optimizing day' arrives again :)

    + I am trying to add a skybox. Everything went well, but is there a way to remove this white dots? It's a 'perfect' cube mesh, I don't thought I would get them, there is anyway to fix? (I will try using a sphere mesh later on and If I didn't work I will come back)

    And just a Chit-chat, What is a light that emits black light called?

    How is it going?

    It is quieter, a lot of the social aspect was taken out when DMs were removed and as discord gained popularity. Now you'll find a lot of people on the community discord server instead.

    I see. A bit of a shame thought. Forums are rather good as an archive, but also without adding posts to the forum search engines don't promote things like games. And it's always nice to get in to some conversations.

  • How I can make level like this:

    I tried to use mesh deformation

    https://www.dropbox.com/scl/fi/o156htkng7vacwkjs1b0y/Mesh.c3p

    The main difficulty is in making smooth transitions. O know about "lerp" expression, but I don't know how to apply this. Does anyone have any ideas how to create a level like on the first picture?

    Instead of lerp, use quarp or cubic. For quarp you need 3 points p1xy = loop-1 ,p2xy = loop ,p3xy = loop+1 , and for cubic 4 p1xy = loop-1 ,p2xy = loop ,p3xy = loop+1, p4xy = loop+2

    Also, could try this howtoconstructdemos.com/bend-a-sprite

  • This is the first trailer for Erdluitl, any feedback or suggestion is welcome.

    Subscribe to Construct videos now

    9+Cool man. If you are asking for trailer suggestions and feedback, I think I'd put text 10% of the screen from the top, sliding in and out, using same crt effect. Would also use slightly easier to read font. Would also experiment with adding some effects to the font: gradient, shadow, outline, to make it stick out bit more.

    Next, some of the shots that are more static could be shorter.

    Would use a bit of vignetting to focus on what's important in the current shot.

    But overall it's cool, I like the music and the editing. Game has atmosphere, although as I said, you could refine the art style. For example the brownish ground colour seams a bit too saturated, maybe even a slightly different shade would be better, because it distracts from the characters and you want characters to be grabbing the attention first. With colour it's like this : the brighter or darker it gets, the more desaturated it becomes, exponentially.

    But looking at the trailer again, I think I know where the main issue lies: environment tiles are too sharp looking. You could either lower the contrast of the whole image. Or by making the outlines of shapes slightly brighter you will get smoother result. Or by adding a bit of blur to the background. But start with using the contrast FX and lower it in 10% increments. Once it feels smoother. Then you can add saturation fx to layout, or to your characters and increase that. Increasing saturation also increases contrast, but from slightly shifted colour values.

    Last thing you could add to your characters is drop shadow, or some sort of shading, to glue them better to the ground. Overall some lights would add a lot to the atmoshpere.

    As you see, because I wrote so much, your project does inspire. GL

  • I don't see any 3d. I just see a bunch of images stacked. They change color and scale to give the illusion of moving down a tunnel. There is also some parallax proportionate to the scale.

    For example with some crudely drawn edges:

    https://www.dropbox.com/scl/fi/8mn0fzzhhzrmslnkl6inf/pit_fall_effect.capx?rlkey=d7ydaka1j7mgr33vi7f1fr6tl

    The most novel problem is the collision detection which would require pixel collisions. It's not completely straightforward with Constructs features to do that, but it is possible to take the images, paste them into canvas, read the pixels, and store a collision mask into an array. Then you just would sample use the arrays when you run the game to see if the player hit a wall or if they had a near miss, etc...

    Or you could simply use Z sorting and do overlap with top image only, or move top image to another layer etc.