plauk's Forum Posts

  • Nice. If this works well, I can see it being very very useful. Will test it after work today.

  • Pode's SVG plugin is cool, but yeah, it isn't quite up to the job. There is also a polygon plugin that give you vector shapes, but also has some limitations... you only really get scalable shapes if you make sure you don't give them outlines... (outlines apparently get rendered as a texture or something, so scaling causes pixellation) so it can only really be used for simple solid shapes with flat colours... among other problems.

    Anyway, since it is apparently possible to swap your PNG files for SVG files after exporting, then surely it can't be too much trouble to incorporate official support somehow. Would like to hear what Ashley thinks about it, in terms of how realistic a request this is.

  • Sprite Lamp sort of already works... but not very well. I'm hoping Finn will eventually make an official Sprite Lamp plugin that works similarly to the wonderful shadow light object and shadow caster behaviour. At the moment it isn't really usable in C2 as it is limited to a single light source, and it's quite fiddly to calculate where the light source is.

  • I managed to get a simple blocky thing up and running. Finally managed to load a texture for a material without running into errors. It took a lot of trial and error, and had to go back and forth with the example capx's until it finally worked. My current opinion is that there is a bit of work to do with making the plugin more accessible, and as others have said, it would greatly benefit from some documentation to clear things up. Obviously stuff like that takes time, and I'm happy to have something to play with until then. Still trying to figure out how to load a sprite, and the particulars of creating and applying materials to objects. It isn't exactly user friendly at the moment.

    Does anyone know of any good resources for learning the basics of relevant 3D game concepts? I've googled around, and there are lots of bloated tutorials that either focus too much on a particular engine or language (which obviously doesn't help with Construct) or just assume too much understanding at the beginning. Things that should be simple seem quite a chore, like, you have to load a texture file into Construct first, and then also load in the event sheet, and then create a material and reference the loaded file, and then create a piece of geometry, and apply the material. It's like 4 or 5 steps that could (should?) be taken care of behind the scenes. It's not like you'll ever apply a material without first loading the texture, right? I mean, Construct is generally very good at hiding the unnecessary complexity from the user. It's what makes Construct so awesome. If you've imported an image file into the project, I think it should be taken as granted that you'll be wanting to load it before you use it.

    Anyway, take this as a comment rather than a complaint. It's not like I'm unhappy with the purchase. It's just that this plugin has so much potential to completely transform Construct, and I hope it gets there.

  • Just bought the plugin five minutes after seeing this thread for the first time. I hope, as it develops, that it eventually becomes fully integrated with the rest of Construct's eco system - if this is possible - and if this does happen, I'd say you'd have a serious competitor to Unity - at least in terms of bang for your buck... $15!?! That's pretty damn reasonable!

    Also hope Scirra collaborate on this as they have with Spriter. It'll be worth it.

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  • Thanks, I'm still kind of learning how to do pixel art. This is the first time I've tried isometric, and unfortunately you can't do isometric tilemaps (yet?), so it's all individual sprites set out on a grid. It would be amazing if the tilemap plugin could eventually do different types of tiles like isometric and hexagonal, but even if it did eventually do that, I'd be a bit concerned about the limitations with using shadows on a tilemap anyway. I still have to do some tests with tilemaps to see if it would even be worth using one.

  • It may be due to my relative lack of knowledge when it comes to how any of this actually works, but I'm with ruskul on this. It makes more sense to me to implement a light-caster, rather than a shadow-caster. Where everything is in shadow, unless it is hit with light. I hope this kind of thing is technically feasible, as I am running into a few issues while trying to implement a solid lighting system that makes sense to me.

    That said, the current shadows are really good at what they do, and are a million times better than nothing at all. Ideally I would only want to use sprites (light-blobs) for coronas or baked in static lighting, rather than using them for lighting the entire world. Or at least, have the ability to cast point light and light cones with fade off and whatnot to have a more solid interactive lighting system. I think the limitation of having to create separate layers for lights is what is causing me the most trouble.

    Some examples of what I've hacked together. You might be able to see where this would be improved if the lighting system didn't work backwards, as it were.

    [attachment=2:10wwfufu][/attachment:10wwfufu]

    [attachment=1:10wwfufu][/attachment:10wwfufu]

    [attachment=0:10wwfufu][/attachment:10wwfufu]

  • Very interested to see this plugin. It would be a massively valuable tool - to be able to skew and distort sprites as well as background tiles and 9-patch items.

    I'm currently struggling with a technique for creating naturalistic terrain using the current set of tools and am hitting a bit of a wall. Basically I'm forced to either use gigantic sprites that waste memory or overlay dozens of smaller sprites in a mishmash that uses up too much CPU. Neither approach is ideal, so anything that would allow me to bridge the gap would be worth a look.

    If it were possible to create some sort of extended 9-patch, that would be warped to create variation along a large area, I think I'd be set. That and the ability to mask textures to arbitrary shapes rather than being restricted to rectangles.

    Oh, and a ham sandwich... with a pickle.

  • Steam client update, and suddenly it's working again. This time, when loading C2 from steam, it congratulated me on purchasing the product and linked me to the free bundle (ie. It thinks I just installed it for the first time.)

    Not to worry, as long as it's working now, I'm happy. Thanks for the feedback.

  • I'm fairly certain I've named everything, as I tend to do that anyway, but I'll triple check everything when i get home from work tonight. I've previously been able to import stuff sans-bones.

  • Has anyone been able to import an scml into the newest version of C2 with bones yet? I might be doing something wrong, but it's still crashing for me. I've updated the plugin, and am using version 119 of C2.

  • Steam version of C2 thinks it is the free version! I've registered the steam key for my personal license (was originally a standard early adopter license, so I'm not sure what that converts to on steam) using that steam key link, and it was working properly on version 114 (albeit, without downloading betas), since 119 it has reverted to the free version.

    Have tried uninstalling from steam and redownloading.

    Steps to reproduce:

    1. Install from Steam.

    2. Open from Steam.

    3. WTF? Free version?

    Observed result:

    Loads free version!?

    Expected result:

    Load the full version.

    Operating system & service pack:

    Windows 7... uh... not sure.

    Construct 2 version:

    119 (Stable release).

  • Awesome news guys!

  • Hey guys, just popping back in to confirm that this is still an issue with the current stable release. Disabling V-sync in Catalyst resolves it, but every time I update Construct, it starts happening again.

    This is probably because updating Construct uninstalls the previous version, which deletes any custom application settings in Catalyst. So, each time a new version of Construct is released, I have to remember to disable v-sync again.

    Yes, I realize that the problem is probably on AMD's end, but somehow I doubt they'll fix it any time soon.

  • I've been thinking about using vector shapes to make water... so it could deform when the player entered, to create a wave or whatever. Not sure how much work that would be.