Mikal's Forum Posts

  • Thanks, I hope it's useful for you!

  • Inspired by YahelDooley's idea on Discord, I created a simple template for circular platforms for 8 dir movement. MathIsFun!

    CircularPlatforms.c3p

  • HaydenF

    This is exactly the type of problem that fires me up to grind out a solution. Sometimes it ends in pain and no solution, other times you go through the weeds, a few google searches, debugging and find an answer!

    BabylonTemplateLocal.c3p

    So a couple of things:

    I used the C3 SDK to get the project file URL in preview mode (e.g. the blob based name), since this blob URL no longer has the *.glb file extension, I changed babylon.js to default to .glb instead of .babylon. So, for this to work in preview, you need to use .glb files for your models.

    The C3 project file URL SDK also works for web (and mobile), so on export, it also works to get files 'locally' (and is actually easier since the file extension is preserved on the web export.)

    I moved the Babylon scripts to be local (because I had to modify one of them.)

    Good luck with your 3D animations and C3, I hope to see an example of them integrated with C3 someday.

  • You can add some of the default aces by adding the following in plugin.js:

    It depends on your object/plugin if they will all work as you expect to or not:

    this._info.SetIsResizable(true);			// a
    this._info.SetIsRotatable(true);			// a
    this._info.SetHasImage(true);
    this._info.SetSupportsEffects(true);		// a
    this._info.AddCommonAppearanceACEs();
    this._info.AddCommonZOrderACEs();
    this._info.AddCommonPositionACEs();
    this._info.AddCommonAngleACEs();
    this._info.AddCommonSizeACEs();
    
  • Side note: I did a template for Babylon with a plugin to allow the Babylon image integrated as a C3 object.

    construct.net/en/forum/construct-3/general-discussion-7/babylon-3d-simple-js-147886

    In my case, I am downloading scene files from the web during runtime.

    How were you planning on integrating in the Babylon image to C3, I am interested if you have another technique.

  • Looking at some of the source, I think I understand this a bit better and I see that it would take some work to export to C2 addon, since it's replicating the shadertoy environment with multiple textures, the shader uniforms, etc. Gigatron what are your thoughts on also adding C2 effect addon export?

  • Yes! Wonderful work! I hope that this also gets ported to C3, where I do most of my shader work / shader porting. If you need a tester for that or any help, please let me know. Of course, it would be great to also see an export option for a C2 (and C3) effect addon.

    Also, great to see derivatives enabled! This opens up a few new shaders for porting.

  • FunkyQuad, now with some light Z:)

    An experimental plugin to draw a quad with an additional Z vertex per corner. Not mode 7.

    Available here with example project.

    construct.net/en/make-games/addons/356/funkyquadz

  • The effect is available with examples here:

    construct.net/en/make-games/addons/354/linearlight

  • Shadertoy as a C2 plugin? Very interesting!

  • Nice work getting it done and shipping it, good luck with it! The art style is pretty funny, reminds me a bit of Mike Judge style.

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  • Play in a 'Let's Play' Let's you play a video like it's a Platformer level.

    (Green is the tilemap that being used for collisions after capturing and scanning the video)

  • The strange vibe in this game is just great. Wishlisted.

  • This is an interesting problem.

    The main issue here is that depending on frame rate, dt and bullet speed, you will trigger the overlap condition at different X locations on each wall. If you look very carefully (or look carefully and increase bullet speed), you will see that sometimes the squares overlap the walls by different amounts before they change diection, then they will start at different locations and change the spacing.

    To make it look more consistent, one idea is to detect how much the overlap is and set the block back to where it 'should' be when it reflects back in the other direction.

    Try this and let me know how it works in your testing. The formulas can be simplified, but I left them as is, so it would be easier to see what the calculations are doing.

    It does start to fail if you increase the bullet speed to be so high that in one frame two squares would overlap the wall, if you need to deal with that case, you will need to do more work.