Mikal's Forum Posts

  • tuzke good job figuring it out! So, no raw data uris, that's much easier to handle!

    reimuxx do you have a simple test case I can look for the animation mix/finish issue?

  • For instant games, I think C3 changes the files into raw data URIs. In previous versions of the plug-in (1.x.x), raw data URI are not supported by spine-ts 3.8, so it will not work.

    However! In the beta version of the plug-in 2.x.x which uses spine-ts 4.0, there may be a chance for this to work, but I have not tested it yet, there may be work to do.

    You could try the 2.x.x C3 spine plug-in version, just to see. Otherwise, wait for me to test and figure out if some changes are needed to enable the raw data URI support (I have not developed FB instant games before.)

  • You are welcome reimuxx.

    It works for me in R278.2, did you try the sample project with the release?

    If it does not, can you check the dev console for errors?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Spine 4.0 beta test ongoing, you must export from Spine 4.0 (3.8 exports will not work.)

    Rilem reimuxx RoosterDota

    If you already have experience with Spine and the C3 plug-in, try it out. If you have not used the C3 plug-in before, I recommend staying with the current 3.8 version as the new 4.0 beta may have bugs.

    4.0 beta:

    github.com/gritsenko/c3_spine_plugin

  • I have not hit a limit yet, but nothing is unlimited on a computer, so I’m sure there’s some limit.

    As you say performance is definitely a consideration. c3 is not built to do high poly count 3D rendering or animation like other 3D first engines.

    Let us know how it works out for you.

  • Ashley, I know this is not a perfect solution, but I found this worked for 3DObject, when applied to each 3DQuad separately (e.g. not after a possible pre-draw, SetDepth() not enabled.)

    This is my Alpha Discard effect, pretty simple, if alpha is below the threshold, discard pixel (so it won't be written to the frame buffer or depth buffer.) It has potential perf implications, so I imagine it would be good to only use it when needed. Since I need to happen before predraw, I added in a separate color and opacity to use if needed.

    uniform lowp float threshold;
    uniform lowp vec3 colorValue;
    uniform lowp float opacity;
    
    /////////////////////////////////////////////////////////
    // AlphaDiscard
    
    //The current foreground texture co-ordinate
    varying mediump vec2 vTex;
    //The foreground texture sampler, to be sampled at vTex
    uniform lowp sampler2D samplerFront;
    
    
    void main(void)
    {
     lowp vec4 frontSample = texture2D(samplerFront, vTex);
     if (frontSample.a < threshold) {
    		discard;
    	} else {
    		gl_FragColor = vec4(colorValue*frontSample.rgb, frontSample.a)*opacity;
    	}
    }
  • This work has been completed:

    construct.net/en/make-games/addons/627/scorm-c3-runtime

  • Added issue to review:

    github.com/Scirra/Construct-3-bugs/issues/5319

  • 3.8.75 does not work (spine-ts runtime issue), use a later version. I will add this note to the github page.

  • Looking really good, with nice improvements with the fog.

    You might be interested in my 3D Object plug-in, 3D normal lighting effect, Alpha Discard effect. The 3D normal lighting could be useful for lighting 3D objects, the Alpha Discard effect can help with the transparency issues you see, but I've found it will only work w/ my 3D Object effect, but not with the 3D Shape.

    You can buy it on itch or contact me on Discord and I'll send you a key.

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/322574/experimental-effect-alphadiscard-for-3dobject-billboard-objects

  • Ok, I think we found a case that did not seem to be true, will post in issues, with a simple repro if that turns out to be the case.

  • I was helping someone on Discord debug an issue with an effect addon and realized that images in the sprite sheet may be rotated (eg for more efficient packing.)

    If an effect changes based on orientation (eg vertical vs horizontal) like this trim horizontal effect, we have to either check orientation in the effect or turn on must-predraw.

    Is this a relatively recent change? (R260+)?

    Is the best way to handle it: using must-predraw or are there other better ways to handle using the existing C3 uniforms?

    Of course must-predraw requires an intermediate buffer, which has some perf impact.

  • Hi, do you still need this work to be done?

    I took a look at the plug-in and I can get this ported for you. I am on the Construct Community Discord server: discord.gg/9JaxcR3B as Mikal#1464 or DM me on twitter as twitter.com/kindeyegames

  • If you want to keep your project confidential, let's instead connect on the Construct Community Discord and you can DM me the project (friend me first to DM).

    I am Mikal#1464 on the Discord server.

    Server invite: discord.gg/9JaxcR3B

    Or DM me a link on my Twitter: kindeyegames .

  • That looks like some kind of error reading the GLTF file. Can you share the project, so I can debug?