Mikal's Forum Posts

  • The C3 manual has some good comments on this too, I appreciate a good manual!

    construct.net/en/make-games/manuals/construct-3/project-primitives/projects

    Downscaling quality

    Adjusts the tradeoff between rendering quality and memory use when resizing images to smaller than their original size (downscaling). The options are:

    Low quality: mipmaps are disabled (reducing memory use), but downscaled sprites may appear blocky or pixellated. This mode is not recommended for most games, since disabling mipmaps can reduce performance.

    Medium quality: mipmaps are enabled. Downscaling sprites generally looks better.

    High quality: mipmaps are enabled and the spritesheet after export pads out all images to power-of-two sizes. This can significantly increase memory use, but can resolve two minor rendering issues: light fringing that can sometimes occur along the borders of downscaled objects, or a quality change in the last frame of an animation. Do not use this mode unless a rendering artefact is specifically observed and selecting this mode can be observed to resolve it: the increased memory usage can be very significant, and is not a cost that should be added for no reason. For more information see Memory usage.

  • Just an idea: add 4+ pixels of transparency around the 'Front-End' sprite, it looks like that texture is being bi/tri linear filtered into your circle sprite rendered image (if you are zoomed in or out, you might also be at a different mip level so you may need more than 1 pixel of source transparency buffer between the images.) Also if you want to do some testing/debugging before you try that, change the bottom of the Front-end sprite to all red pixels and see if that changes the color of the 'line' at the top of your circle sprite.

  • That's great progress! I really like the shadows and tilt, along with minimal art style this will look really good.

  • Nice work! I don't know why, but I really like this idea of 2D map generating 3D, but the game logic all driven by Construct 2D logic, which makes it so easy to develop for. Have you made further progress on this?

    I have a similar demo in FQZ, also Uberdroid's template does something similar, but renders with raycasting and is nice too. uberdroidgames.itch.io/construct-ray-casting-game-kit

    I am looking forward to seeing your progress!

  • Thanks Sparsha, and SuperGuy!

  • I think you already found one usage!

    It can also be used in cases like this (it's just eye candy, but some people like it). Jumobtron effect for a fight in a stadium.

    The limitation is that the zoomed in area cannot be _in front_ of the jumbotron (copy effect), so it would need to be higher than the action.

    I was also experimenting with using it for psuedo 'stereo vision' for a HMD for my FQZ plugin or EQR effect, not quite working yet, but it seems possible.

  • Interesting, I am not sure why 'rendering things throughout the fight' would not work, if you placed the Sprite with Copy effect on the top layer.

    However perhaps that is it, you want this copy the background behind the 'action'? That would not work. If you had it as jumbotron placed so that it was never blocked by the fight, it could be on a top layer and work, though that may not work wit the style you want. Good luck with it!

  • Update for the FunkyQuadZ addon, added a texture wrap feature for endless texture scrolling, check it out here:

    kindeyegames.itch.io/funkyquadz-for-construct/devlog/150544/340-add-limited-texture-wrap-feature

    Example:

  • IF you want a live 'jumbotron' of the current action in a game (e.g. a zoom in of a fight), try this effect I created:

    construct.net/en/make-games/addons/280/copy

    It copies a a region of the screen to a sprite. Place it on 'top' of whatever you want to capture (the other elements must be rendered first.)

    Example in action:

    twitter.com/kindeyegames/status/1125833321865404416

  • You need to get the reference to the instance, then apply the methods to that instance for example (untested):

    // Get the first instance of the Array object
    let firstArray = runtime.objects.Array.getFirstInstance();
    for(let i=1; i<4; i++){ for(let j=1; j<4; j++){
    firstArray.setAt(Math.random(1,5),i,j);
    } }
    
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  • While we are waiting for the stable document update here are the functions I see in the debugger for the JSON SDK (beta r201)

  • construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/array

    I think you want to use:

    runtime.objects.Array.getFirstInstance() to get the object instance and then use the method:

    setAt(val, x, y = 0, z = 0)

    Set an element in the array at the given X, Y and Z co-ordinates. val must be a number or string. For one or two dimensional arrays, the later parameters can be omitted as they default to 0.

  • Updated with fix, version 1.0.1, the test project now plays the GIF on start of layout without resizing or any other C3 objects. Thanks for the bug report and test project.

    kindeyegames.itch.io/gifplayer-construct-3-addon

  • Thanks!

    I think I know why you are seeing that issue, I should be able to fix it in the plugin. Thanks for the bug report and supplying an example project, which is always very helpful for debug.

    Meanwhile for further testing in your project add a rotating sprite in your layout. This will make sure the GIF render to C3 happens every frame, including at the start.

    On the memory side, the GIF is not storing much data in the GPU memory, but a lot in CPU memory (each decoded frame.) So the memory usage may show up in another way, just something to be aware of.

  • From latest beta:

    JSON plugin: script interface to access JSON data

    Thank you Scirra, will try it out!