rufson's Forum Posts

  • Glad you like it guys.

    I going to continue the development and later like I mentioned I would like to sell those projects in the scirra store after we finish the HUM game. I will post a playable versions of the concepts above soon.

    Cheers

  • Hey Constructors!

    Rufus here from No Joy Boys

    I decided to upload some raw videos from the project I'm working on with my friend Bartosz.

    All technics from them will be implemented in our HUM game.

    HUM is basically 2d but it will have mini levels with pseudo 3D tricks. I hope all of this projects will be available in the store when we will finish the HUM game(like solo and mega pack).

    Here we go:

    HUM (chase level, not available now in the demo on itch.io)

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    Details:

    This is using z elevation feature and drawing canvas snapshot for reading curves and hills values for each slice of the road. 3 quality modes (works very good on mobile)

    3D displacement using drawing canvas and image as a height map prototype (inspiration from Rescue on Fractalus! - Atari game from 1984)

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    Details:

    Drawing Canvas makes a snapshot of the red sprite map on the start(can be also generated by perlin noise for smth like no man sky ;)) , then Array is filed with red values that are used later for height points. Each( X and Y) point is a image point in player frustrum view(this is just a triangle sprite with bunch of image points), then those point picks the array and then projection from 2D to 3D is happening. Then drawing canvas takes computed polygon point and repeats nested loop 19 times per tick. Before it draws it checks if sprite is futher away if not then it will paste it on top of polygon. Still need some work because is glitchy :) but I like it.

    update(no more geometry glitches).

    Wireframe time and triangle polygons in Drawing canvas :)

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    BRUTAL fast RAY CAST prototype (Ray Casting pseudo 3d with decals and reflections on the floor and walls)

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    Details:

    Shader: old mode7 fx by R0J0hound on the Drawing Canvas who takes snaphot of the tilemap for the floor and later it takes realtime decals. For walls decals is a fast dictionary check (replace wall slice after ray hit). I think it's the fastest ray cating LOS event logic in scirra community ;) , rays checks only for walls collisions in the camera frustum, no fish eye, pixel perfect mode7 fit with the floor and bunch of tricks to make it more speedy) I saw some projects on this task and I think this one will become the winner in performance and features like decals, reflections and tilemap editor ;)

    Cellular Automata painter prototype

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    my favorite part is in 9:50s

    Details:

    This one use simple rules for each dot. Dot(1 pixel sprite) checks for neighbours in the array and then it execute the action. Each point can have max 8 checks around himself. When it hit the ground it is going to sleep then drawing canvas grabs it and destroys the sprite filling array with 1 on dead point position. It can be slow when u need to wakeup a lot of points but is very fast for a game like liero or worms but not Noita tech:) I think in java this can be very fast,R0J0hound did smth like this in custom js script.

    cheers

  • Thank you Mikal and Lumicreative.com Glad you enjoyed it!

  • piranha305Thank you!

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  • Hello world! We're an indie game developer duo from Poland(me and Bartosz).

    We have just created our first full game "Pomroka​". It is a dark adventure with music and graphics fully created by us.

    ​Originally game was created for polish quarantine game jam "Stay at home and do games". We won an award and decided to finish the game. In this post-apocalyptic world, your task is to explore a small village at a landfill where residents are afraid of leaving their homes. The game has two endings, depending on generator power. Your task is to repair the generator and illuminate the sky​.​

    You can play it here: https://nojoyboys.itch.io/pomroka

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    Thank you for playing

    tech:

    vanilla construct 3 (no plugins)

    light done in DrawingCanvas

    simple IK system

  • Here the Construct 3 Version: https://drive.google.com/open?id=1DbMLxEq8TsQIuFGb91gOBfoTjm2JhE6G

    That is great! Can you please port also to c3 this c2rexplugins.weebly.com/rex_mode7perspective.html

    it's for mode7 bahaviour and with it you can do this:

    ( I working on this now in c2 and in c3 performance can be better I think)

  • Hey guys, thanks for interest and good words. I will do a tutorial about this soon. Just don't have time to do it right now asap.I have to clean events mess inside before I share it to the world. Be patient please

    Cheers

  • Hey Constructors!

    Here it is a Demo game about animal revenge in VR (stereoscopic VR without plugins in construct 2!on left eye is different parallax than on the right eye so the 3D depth is nice)

    To play VR mode u need a phone with a gyroscope and a chrome browser on your phone for best performance) U can use google VR cardboard glasses etc also GearVR but don't connect phone to GearVR mini usb slot. P.S. I don't know how to prevent this game from going sleep by browser when u are in VR mode, so u have to change screen timeout to max in your phone display settings.

    Don't know why but gyroscope doesn't work in scirra arcade, here is a working version: http://www.rufson.com/george/

    Without gyroscope:

    https://www.scirra.com/arcade/action-games/3d-vr-demo-the-old-george-34670

    tested on galaxy S4, and 6 (works very good on chrome beta mobile app)

    Thank u for playing this demo, support is welcome and I will make a tutorial how this is done without any external plugins.

    Instructions:

    In 3D VR Mode: use your head movements in vr glasses(tilt right moving right etc)

    In 2D Mode: use your phone gyroscope to move but if u dont have gyroscope u can touch screen to drive character movement.

    In Desktop Mode: use your keyboard

  • That's hot! well done

  • Hello Constructors,

    Check this out(warning, include product placements)

    https://www.kyra.com/racing/

    I did that working using mode7 fx from R0J0hound + rexrainbow ground behaviour&logic. Big thanks for those features to u guys.

    It was tricky to calculate camera position and that was the only problem, but after one day of calculating some data I got it working.

    The Game is still in progress, I will add some tire trails, more tracks, pickups etc and replay option. Anyway I'm happy that mode7 is usable and a lot of specific mode 7 games can be done with it in Construct.

    The game is a challenge animation for 4 guys in a Show About Streetwear & Fashion playing on youtube every thursday. U can see those guys and game part here: https://youtu.be/8ccwXyFxTRQ?t=248 and after a video the game becomes a little viral for fans of paq youtube series.

    Best

  • Funky Koval Please can u reupload it (dead link)

    Will be great to play with that fx. Thank u

  • Hi,

    I like Object Bar in C2, u see all your objects in the active layout and they are nice visible(big icons) Having only Project bar in C3 is like a fight against addiction to Object Bar...

    or I missed something?

    help

    (I was looking for the topic without success)

    Best

  • My entry(made in 5h before LD#34 end:

    http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65594

  • mod — compute value of one parameter modulo another

    floor — find the nearest integer less than or equal to the parameter

    so try this line ;

    float timeId = mod(floor(iGlobalTime * speed),26.0);

    Thanks for your time Gigatron.

    This only changed time delay