oosyrag's Forum Posts

  • Updated the example. Looks like the hard edges are due to lack of anti aliasing on the clamp result. I don't know how to fix this directly, but visually speaking it is significantly less noticeable with larger resolutions/shapes, as well as faster motions. On a high dpi display such as most modern mobile devices, it should be negligible.

    I wish there were more parameters in the webgl blur effects. Adding a low radius horizontal and vertical blur to the entire layer could be a possible solution, but the current blur effects don't really allow for fine control.

    The result also does seems to be better with a proper gaussian blur from an image editing program rather than just using the brush from Construct's image editor, but it's pretty hard to see.

    Also generally speaking as far as design goes, these are the types of things users are not likely to notice or care about as long as your gameplay is engaging enough.

    Edit: Also tried adding the coloring via blend modes, but for some reason it doesn't preview in the editor correctly. It works fine in the project preview though. You can try it by changing the blend mode of Layer 1 to 'Destination In' or 'Destination Atop'

  • For the color, you're probably better off using a blend mode on the sprite to show the (opaque) layer's background color rather than add another stacked effect.

    The edges I think is more a matter of resolution, and it will look more smooth/lumpy with a variety of ball sizes. I'll see what I can do about updating the example when I get a chance.

    Also followed the source of the example you posted, it absolutely uses alpha clamping as the base technique - tympanus.net/codrops/2015/03/10/creative-gooey-effects

  • Don't worry about efficiency, just use whatever makes sense to you.

    You can use a container to associate each instance of the chest sprite with it's own array.

    Or you can use a 3d array as calminthenight suggests, which is basically a stack of arrays all in one object. However, this is a little less flexible in that all of them will have to have the same dimensions.

  • Got a visual example of what you are looking for? Alpha clamp should be able to do what you want as far as metaballs/marching squares style effects.

    ex: dropbox.com/s/uz5vxy35vjacptj/MetaballsExample.c3p

  • You can try to sync the local data with the server, and only check/validate when making changes such as spending money or gaining money. Gaining money can be handled the same on the client and server if its generally automatic such as in an idle game. Then you can reduce the frequency of syncing to check if the values match much less intermittently.

  • Probably yes, C3 can do everything C2 could do. Some things might be different/easier than C2 tutorial methods though.

    It would be helpful if you linked to the tutorial in question itself instead of posting a picture of it.

  • Generally speaking, you could check a version number instead of (down)loading the entire dataset to check for changes. If the version doesn't match, then you would update to the latest version.

    You can try to only request the specific data needed from the server, every single time you need it, so that it will always be the latest instead of loading everything into memory ahead of time.

    Updates also done normally during scheduled maintenance rather than real time.

  • Since project files are not obfuscated, modding is inherently supported as users can change the data in project files themselves however they want.

    Just design your game by loading data through project files.

  • Use tile movement with a sprite, with animations the same duration as the movement to animate the flipping.

    Otherwise, you're going to use mesh deformations or Mikal's 3d object plugin since you can only rotate around the z axis by default.

  • Regardless of multiplayer, when working with picking for collisions between multiple instances of the same object, the general way to proceed is to put the object in a family and use on object collides with family rather than on object collides with object. Then you can differentiate between the two instances colliding by using the object.y and family.y expressions.

  • != means not equal

    % is modulo, which is the remainder after division

  • If score!=0

    If score%10=0

    Trigger once while true

    Create text with fade behavior

    I appreciate it myself, although I don't follow the advice. Other notable places I've seen it include Puzzle and Dragons and the Anno games.

  • Throwing some ideas out here - instead of counting tiles, generate the dust dynamically and simply keep track of how much was created in the first place.

    Or set up a loading screen style transition when running the counting event, if it's only a one time thing.

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