Mikal's Forum Posts

  • A little plug for this new IDE, I've used it to release a new addon/plugin recently. It was very nice to use, good docs too (check those out before use, they will answer a lot of questions.) Certainly makes addon development more streamlined and focused on the coding that actually matters: features for your addon vs dealing with c3 addon details (proper formatting for aces, language json, where to add function definitions for actions, conditions, etc.) The developer is very responsive also.

    Recommended!

    Here's the addon I made with it: https://www.construct.net/en/make-games/addons/228/gamesparksminimal

  • Nice work, very clean art style and looking forward to see what happens with your challenge. In the end you can bundle them all and make a Wario Ware style uber collection of games. Keep up the good game dev!

    One thing I suggest, create a framework for global / cloud high score which you can easily add to all of your games, it will keep folks playing to try to get on the leader board and once you have the framework you can add it quickly to each game.

  • This plugin was made using the new c3IDE tool, which really helps streamline C3 plugin development. Kudos to piranha305 for devloping the tool.

  • https://www.construct.net/en/make-games/addons/228/gamesparksminimal

    GSM requires knowing the details of the Request Type and Data (JSON) to be sent with each request and also parsing the response / messages sent back. It only has a few actions, but they can be used to make a variety of the available GS requests with properly user formatted request type and JSON data sent.

    To see the details of the available request types and data to send, look at the gamesparks-functions.js source code available in the GS JS SDK available here: https://docs.gamesparks.com/sdk-center/javascript.html

    You must have a GameSparks account and project to test. Set apiKey and apiSecret to GS object properties in the example before testing.

    For debug, make extensive use of browser console to review messages and responses between client and server.

    If you are starting fresh w/ cloud game services and C3 runtime, I recommend Playfab and the Master Collection instead of using this plugin.

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  • Updated FunkyQuad w/ expressions for vertex X,Y and actions to individually set X, Y.

    construct.net/en/make-games/addons/224/funkyquad

  • Nice work! Going to test it out.

  • Experimental plugin, likely to change.

    https://www.construct.net/en/make-games/addons/224/funkyquad

    Draw FunkyQuad with arbitrary vertices, but funky texturing. Funky texturing is due to a quad being drawn as two triangles in C3.

    Contains one action which allows for arbitrarily setting the vertices of the FunkyQuad plugin.

    Does not have the actions/animations of a Sprite, not a Sprite replacement, but can create some interesting effect.

    To draw a triangle, create a degenerate FunkyQuad (set two adjacent vertices to be equal.)

    Possible additions (add comments if you have others.)

    • Overlap condition check.
    • Z Elevation (when SDK is available.)

    For more interesting information on why there is funky texturing, see: http://reedbeta.com/blog/quadrilateral-interpolation-part-1/

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  • Thanks for the update! Will definitely be helpful to convert to c3runtime (of course with a lot of additional work, but it's really nice to have the templates.)

  • The site you included states that it's for Construct 2, not Construct 3.

  • Thanks for the pointer R0J0hound, I'll take a look. As you say it's a deeper dive for your pointer, but something to think about for the future to make an 'all-in-one' shader with specular, depth, lighting, self-shadow, etc.

  • Updated to version 0.9.3.2:

    Corrected texture map offset and calculations to handle sprite sheets with multiple sprites.

  • Created new ParallaxMap effect for Construct 3. Check it out, includes an example: construct.net/en/make-games/addons/223/parallaxmap

    Based on learnopengl.com/Advanced-Lighting/Parallax-Mapping and alanzucconi.com/2019/01/01/facebook-3d-photos-2

    If you do something with, please share a pic.

    R0J0hound Ashley Gigatron

    Question for effect experts, I needed to include a depth map with the sprite texture. I did not want to do what I have done in the past and have two separate sprites (one 'base' sprite and one 'effect' sprite and layer them on top of each other, which you need to manage separately and make sure Z order is consistent. Like what was done with normalmap effects.) In this case, I added the depthmap into the sprite base animation, appended to the right and then used offsets and range checks to get the depthmap and to not 'render' the depth map. This works and feels about as performant as two sprites on top of each other, but more manageable (once the base+depth image is created.) Are there other 'better' ways to do this? Is there any way to access another texture beyond the current active animation frame (e.g. front sampler?) Other ideas?

  • Added AlphaRangeMask effect to addons w/ example with sliders to vary parameters (and Photo w/ DepthMap in Alpha to play with too.)

    https://www.construct.net/en/make-games/addons/222/alpharangemask

  • Zaksoid - very nice, feels dynamic, the missiles and trails are great.

    It reminded me of Choplifter on the Apple II, but then I actually looked at the old Choplifter and yours is so much better (rose colored glasses to childhood...)

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