nightofgrim's Forum Posts

  • It would be nice if I could have a large tiled erase object, with a mask over it that cancels part of it out.

    Is this possible with a shader?

    Like a shader that sets the alphas to 0 (the big tiled object)

    Then a 'mask' that increases just the alpha.

  • Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.

    I Don't think so. I am right now reproducing the ray look at over 700FPS (core i7 9800GTX). As soon as I figure something out with the mask effect I will post it here.

    I just needs some tweaking

  • How can I hide everything on a layer except where I have my mask sprite without making the mask gigantic? I have a feeling it has something to do with force own texture but I cant figure it out.

  • Hmm, I wonder where you got this idea..

    I did get the idea from your whine engine but I couldn't find a .cap of it.

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  • It's in the next build thanks to Rich

    ~Sol

    You just made my day.

  • You mean like this?

    http://www.willhostforfood.com/access.php?fileid=66245

    ...

    Big improvement. It even looks better. Thanks!

    It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.

    I'm going for something that can bloom with all objects on the screen without having to add shaders to everything. That glow effect does look really nice along the edges.

  • Any chance of this being added in .99 or 1.0?

  • This is my take on the bloom effect. I'm trying to make it look good while keeping the FPS up.

    On my work PC it runs at 35FPS.

  • Someone posted a pic very similar to this in the clickteam forums:

    <img src="http://imgur.com/1KU6.png">

    Then I went to google.

  • I know if I make certain objects/effects invisible the frame rate will stay at a steady 60fps even on the slowest machine I have. So in my case the graphics are the bottle neck.

    I understand the advantages of the timedelta system, but the ability to skip frames as an alternative would still be very nice.

    Thanks for the explanation!

  • Application properties -> Advanced -> Override Time Delta

    And its fixed

    Then the game will run in slowmo

    Everything in my main project is based on the physics.

    Hopefully this will get fixed soon, in the mean time I will have to stick to testing it on a fast enough machine.

    ps

    The jumping beans are awesome

  • You can set a minimum speed to avoid game-breakage.

    But this slows the game down.

    In the past I have used MMF. They have a "machine independent speed" option. This allowed the events to run at a constant speed but the graphics were able to vary. So the Game would always run the same on every PC, just not necessarily look as smooth.

  • I posted the example cap here:

    Summary: The frame rate drastically changes the physics behavior. Things start to look ugly when the frame rate is low.

    Are there any plans to have the code FPS fixed with the graphical end varied and 'v-syncable'?

  • I made this small cap to show that the FPS drastically changes the way the Physics behavior works. Try it with various FPS settings.

    I noticed this when I tried running my main project on an older computer.

  • I just found that I am desperately in need of this.