-Silver-'s Forum Posts

  • Okay, think I'm done! I can't shake the feeling that the water looks a bit like jelly though... maybe if I can find a way to randomise the Warp height on the water levels, but I'm not sure if that's possible. Sine could work, but layers don't have behaviours do they? Only effects?

    The foam plasma effect is a placeholder - I already have some ideas for how to make it swirl out at angles. But the water itself works well enough I think. I've layered it to match my platformer's perspective, and dunked my puppy in the water so you can see how I want it to work in-game.

    Clicking on the water still works, and for each layer individually. I'll be getting rid of that and making it a ripple-on-collision effect for when the wolf is in the water. But for anyone else from the future looking for water ideas, this is what I got out of Rojo's awesome implementation.

    Thanks for all the help getting me here <img src="smileys/smiley12.gif" border="0" align="middle">

    .CAP Dropbox download

  • Awesome, thanks!

    Yeah, that's the issue with creating Construct games on a gaming PC. I run at 60fps no matter what I do <img src="smileys/smiley17.gif" border="0" align="middle" />

    Thanks for the optimization tip <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Okay, time for a bonus question <img src="smileys/smiley17.gif" border="0" align="middle">

    I've tweaked with the settings, found out how to extend the water, alter the wave height and strength, but I'm now trying to trigger the ripple effect in a different way. Rojo's version is triggered by a mouse click, but I'd like to trigger it on collision.

    I've added a waterfall (and slapped some shaders over everything for extra pretties) and have created a box object for collisions. The box is at the base of the waterfall, and I'd like the ripple effects to start being produced at the box's X location once the box is on screen.

    What I can't work out is how to create a ripple effect once every second (or half second, or 2 seconds etc). I know the 'trigger once while true' condition allows me to create a single ripple once, but is there a way to tell the engine to trigger the ripple effect once every second?

    Updated .CAP here.

  • Ha! Thanks Tulamide <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Good catch, but changing it doesn't fix the issue. How odd.

    What could possibly cause the mouse click to correspond to a location somewhere left of where you click...? o.O

  • I've been runnning into Plasma issues recently where the Plasma effect is completely off-center. It gets cut up, and forced higher and to the left of where I want it to be. Now I'm having similar issues with a water effect.

    I found this excellent thread about water effects and a brilliant .CAP by Rojo within. I decided to recreate this effect from scratch, copying what Rojo had done, and then play around with the variables and add some tweaks and additions to get my desired effect.

    It isn't working properly for me though. The water should create a ripple wherever you left-click. But the registered location of the ripple is way off-center for me, higher and to the left. Oddly similar to my current plasma issues.

    Could you please download and run this quick .CAP, and see if this off-center issue occurs for you too? If it does, maybe I just screwed up when recreating the effect. If it doesn't, there's something wrong with my mouse, or my version of construct, or something else... I'm not sure. I'd just like to try and pinpoint what the issue is.

    Dropbox link here

    Many thanks!

  • Yeah, I do re-use them. My trees are all multiple copies of the same sprite (when they're the same tree).

    For the backgrounds though, I wanted a tileable image, and I wanted a parallax effect. I went with 2048 image sizes with three trees in a row to avoid repetition being too painful. The exact same tree again and again would have been awful.

    It would probably be better to place individual trees on my background layers, but this way saves time. I'll see how it goes and what feedback I get when I upload something playable. I'm more than happy to change that approach if it would make a significant difference.

    I am planning on shaking up the background with 'hotspots' though. A meadow is already integrated (though it's gone completely out of whack in the .CAP I uploaded when I moved the background positions around at a later point), and I'm working on a river and waterfall system at the moment. The aim is to build them in from the background, on various parallax layers, all the way to the foreground, for a real sense of depth.

  • Ooo that's worrying if it didn't even start.

    Yeah, feel free to play around with it as much as you like. I'm surprised you can make sense of it at all, it's in such a messy state =P

    Thanks for your help <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Yep, my parallax backgrounds reach up to 2048x2048 in size. The whole .CAP is just a mess of ideas though, and the backgrounds don't even match up anymore in some areas. It's a test .CAP where I'm throwing together all my ideas, seeing what works and what doesn't, and if they cause any issues. Once I've got enough ideas worked out, I'll build a working level design from a new layout.

    Is the VRAM an issue? I haven't noticed it causing any issues on my computer or my girlfriend's laptop so far. This might be a good time to test it on other people's rigs I guess. Does the game have problems running on your computer?

  • Bumping.

    I've updated my OP with my .CAP and an explanation of the new issue. Basically, plasma effects aren't working in my .CAP, and I can't figure out why. If anyone has the time to spare to check out my .CAP and see if you can spot the issue, I'd really appreciate the help!

    Thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Great art, and some fantastic ideas! I'm in love with the god ray effect! Did you use stock shaders for that or your own?

    Unfortunately I also rage-quit after dying to that first enemy too many times though. A gentler introduction to combat would be ace <img src="smileys/smiley2.gif" border="0" align="middle" />

    No issues other than the immortal spear-wielding fuzzball. ran really smoothly at 60fps, but I have a really powerful PC. Great work!

  • Thanks Yao!

    I've managed to get them working perfectly in new .CAP files, but for some reason the .CAP I'm using for my game isn't working. No idea why, the Plasma effects just aren't displaying properly.

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  • I spent ages trying to hand-paint and animate a waterfall yesterday, before learning about the Plasma effect. I found a few different threads on the site talking about creating waterfalls with Plasma, but sadly none of them have working .CAP downloads anymore.

    So! Here's something I've put together quickly!

    Plasma Waterfall .CAP

    I saw

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    and thought the waterfall looked gorgeous, and have been trying to replicate it. Hand painting... didn't work out too well <img src="smileys/smiley17.gif" border="0" align="middle"> but I'm hoping to get pretty close with this Plasma method.

    I used this image as the source texture, as the waterfall in the above video has some white lines at the top that stay fairly static. Seems to give a sense of direction and turbulence to the water.

    <img src="http://i216.photobucket.com/albums/cc212/darkstorne/source.jpg" border="0">

    I flipped the angle of the Plasma effect under the 'Common' settings so that it flowed downwards, and played around with the opacity and speed settings as you can see in the .CAP. The colours are nothing special yet - I'd like to find a way to get a turquoise-y colour coming through from behind. Until I'm rendering on top of some actual textures instead of a black background though, I'm not putting much thought into the colours.

    The particles at the bottom were thrown on pretty quickly for extra effect, but they look more like magic sparkles than spray/foam at the moment. I blurred them and slapped on some glow effects.

    What do you think? Any suggestions to make it look more watery?

  • Okay uploading my .CAP file to Dropbox now. It's 35MB though, so it's taking aaaaaaaaaaaages.

    I have also uploaded a separate .CAP of my own quick plasma textures working, just so you know it's not me sucking at using it <img src="smileys/smiley17.gif" border="0" align="middle">

    Here's the .CAP of a working Plasma effect.

    Using those textures in my main .CAP just doesn't work for some reason.

    EDIT: Ooo it's uploaded quicker than I thought.

    Here you go!

    It's one hell of a mess at the moment, so I placed the plasma effect right next to the current starting position.

  • The first one isn't working. I wonder if it's Opera... I'll try again with IE.

    I've been playing around with the second one, and tweaked one of the fire effects to flow down and look kinda like a waterfall. But trying to create the same effect in my own .CAP leads to the glitchy issues I mentioned above. Something seems to be messing with the plasma effects. I'll keep toying around.

    Thanks for your help so far <img src="smileys/smiley1.gif" border="0" align="middle" />

    EDIT: Yep, it's Opera being stubborn. IE downloaded the examples just fine <img src="smileys/smiley1.gif" border="0" align="middle" />

    Looks like it's just an issue with my .CAP that is breaking the plasma effects. Thanks for your help, it's pointed me towards the real issue <img src="smileys/smiley17.gif" border="0" align="middle" />