SebaSOFT's Forum Posts

  • I've started to inject Cordova in all my APKs that are pre Android 7 (in which Chrome browser itself becomes the actual WebView). APK size grows a bit, but there are just too many non-premium models out there with outdated WebViews or blacklisted WebGL drivers. Cordova is deprecated but even with the Chromium version is based on, it's better enough than many native webviews in not so old phones.

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  • Sorry I don't download random zips, and a capx in a zip worrisome.

    Ok, so if you know someone that can provide a meaningful answer please send them this forum thread, thanks in advance.

  • scirra.com/manual/178/shadow-light

    I saw and implemented that, please let me know if I'm not explaining myself. Also, see the project, that's why I attached it.

  • Well, I'm looking at some tutorials and forum posts and I know that this question arise from time to time. But I really want to give Construct a chance and even young Godot got this covered with little effort. I want to make a flashlight for a top-down shooter.

    It requires:

    • To cast shadows (duh)
    • To have a nice cone shape (bitmapped preferably)
    • Occlude stuff that shouldn't be seen in the night (may be with the help of a line of sight behaviour)
    • Show scenery when ambient light is starting to gain strength, keeping the cone masked by the shadow caster

    And as simple as this sounds, it is hard to do it with just the shadow caster. I found a way tough that requires two layers, one for the shadows and one for the flashlight (with destination atop blending, also Destination in works).

    Check it out: https://goo.gl/bK32yp

    Question is: could you improve it? It would be nice if I could control the opacity of the "Flashlights" layer so when is morning you could se more than just the flashlight cone. Regards

  • This is a 4yo plugin so I don't expect fixes, but someone please make a continuation for C2/C3 as this functionality is just sweet.

    The bug I found with current/latest plugin on C2 is that Transition to Camera never reaches the final camera and it doesn't set it as active. MagiCam.GetActiveCamera (weird PascalCase aside) is returning "transCam" for all durations bigger than 0.1s and just never gets to be the final camera, nor behave like the final camera. Bear in mind that they may have different lag values.

  • Thanks, already done that

  • Looks like the current (r59) version of the image editor, when you are editing pivots. The preview screen close button detects mousedown and the mouseup if coincidently located in the image editing canvas, the pivot is missplaced. This may apply to other popups that are present (ie closing the image editor and the mouse up causes an event in the layout editor.

  • New version of the Tiled Maps editor...

    http://www.mapeditor.org/download.html

  • A screenshot for your viewing pleassure

  • I was thinking on semthig around those lines. I will test performance on that

    EDIT: It works! The effect or Depth of field is incredible, I'm attaching the mask image I'm using. Granted you will want your game to run at 30fps as a target

  • For starters, sample image...

    I'm making a Top Down (3/4) and tough that I could emulate this effect easily with the blur effect, thing is that there is no "Mask Blur" where I could blur everything bellow the "PostProcessor" layer. Also with a "un-clur a ribbon at the center, blur the rest" approach I would do fine.

    This can't be only to blur a sprite, it needs to blur the background of the layer. Can it be done with an effect?

  • I bet it could be easy o create a global plugin for this...

  • This is some great awesome effect. Even an excellent job with the shadow casting. I wonder though if this will be upgraded someday, like with several light sources?

  • I did it! (rather bad solution)

    Just have 3 ogg files for each sfx..

    one center

    one left

    one right

    Now....

    1) Decide wich one to use based on your character X position

    2.1) give a margin to the center value, do not use x1==x2)

    3) Estimate the distance between you character and the sound, to set the volume.

    Voila!

    PS: This can be emulated in the Construct 2 export process

  • Here is ours!

    globalgamejam.org/2013/abisal

    Great framework for speed building games