SirPumpAction's Forum Posts

  • Hello people,

    my game looks pixel perfect on the desktop webbrowser, but on my smartphone (Galaxy S6) the graphics look blurred, even though I have these settings applied to the view:

    Fullscreen scaling: Low quality

    Use high-DPI display: No

    Enable WebGL: On

    Sampling: Point

    Downscaling: Low quality

    On PC:

    On Mobile:

    Am I missing something essential?

  • Sure, it would be nice to have such a place, but for every item that Scirra stores for "free", they will have to pay for the hosting and traffic.

    newt: "OpenGameArt.com is for sale" <- Are you sure that this was the page you wanted to link to?

  • Hi Jobel, to achieve this effect you need exact 0 animations if you want THIS (just siluette) look. If you have a detailed space ship surface texture, my used approach will look like crap.

    In case you want to know anyway, 3 very simple steps:

    1. All you need are two sprites. One from the side (Sprite1) facing west and one from top (Sprite2) facing west. I would recommend putting them in the same container.

    2. Store the height of each sprite in a variable on each sprite.

    3. On every tick:

    3a) Set the height of Sprite1 to cos(self.Angle) * self.originalheight

    3b) Set position of Sprite2 to Sprite1

    3c) Set angle of Sprite2 to the angle of Sprite1

    3d) Set the height of Sprite2 to sin(self.Angle) * self.originalheight

    You can use this solution with any behavior that modifies the angle of an object, nothing else is required.

    At least this is the solution I thought of when I saw Luftrausers for the first time, so I tried it in Construct and liked the final result. Maybe there are other ways to achieve this too (like creating a 3D model in Blender/C4D/3DSMAX/MAYA/... and rendering ~64/128 frames). Luckily we have enough rendering power at hand nowadays so that we don't need to worry about the usage of sin and cos in real time graphics, unlike my QuickBasic days <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    Btw regarding similarities to luftrausers: I know it's similar now, but I spent a total of 3 Weekends + 2 days on it so far (the exact same amount of time I spent on Construct 2). I'm at the very beginning and learning Construct 2 at the same time. Walking a similar path along Luftrausers gives me guidance and when I'm happy with what I have _technically_ I'll implement more and more gameplay changes. In the end we all get inspirations from somewhere and have to take it from there to the place we envision. I understand that this looks very much like Luftrausers, but I also know that my vision is so much bigger than what I've achieved so far, so I'm not worried at all if I hear things like "This looks too close to Luftrausers" as I know what MY goal is <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    And no, I did not switch back and forth to Luftrausers to see if my Screenshake effect works in the same way. I actually discovered the screenshake effect in consturct 2 by accident and liked the impact it creates as games without hit feedback are bland as heck (in OMF2097 you could even manually change the hit stop emphasis in the options!) so I'm not sure if all those points are things that are absolute exclusive to Luftrausers, it's not like they created the genre of ships flying around and shooting each other... After all I grew up with https://en.wikipedia.org/wiki/Sopwith_(video_game) <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I was also working on some other games on Unity and on LibGDX (and previously XNA) but when I'm done with this I'll most likely switch them all over to Construct 2, even though I face some issues with Containers and Families, but I guess that it's just a simple case of EIFOK.

  • Luftrausers was clearly my inspiration, my first draft looking basically absolute alike just so that I could see what I would face going in this direction <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> I have much more plans though on additional stuff and think that the final product will be different enough from luftrausers <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://my.mixtape.moe/jlqfth.webm

  • Thanks for the compliments on the water. It's basically a one liner from my old qbasic days

    It also didn't reflect anything on mobile if I recall my previous tests correctly. Is there anything I have to do differently on mobile in regards of GLSL?

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  • Hello dear Constructors,

    I was working for some weekends on this small project in Construct and finally got around to get a license (many thanks Tom for resolving my issue immediately and even coming up with an extra <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> To honor this commitment I did an all-nighter and puzzled together the fragments of my last 3 weekends for a small demo:

    Subscribe to Construct videos now

    And a simple mockup screenshot from last week:

    Watch in 720p for 60fps

    Everything is work in progress and will most probably change <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Wow Tom, that was super nice of you, thanks a lot

  • But I'd like to know if there is a specific time frame in which I'll receive my purched key

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  • Hello chrisbrobs, sorry for replying so late. This was a self written effect which takes one parameter and this parameter is updated every tick, but I can clearly see a delay in the update of the graphics (the parameter changed depending on scrolly). I suppose this can be repeated with any effect.

  • Hello dear Construct 2 effect specialists. When I do a change on an effects parameter, it seems as if the result is delayed by several frames. Is this a well known problem? Are there known limitations or actual things that speak against constant changes to effect parameters?

  • Sorry zenox98,

    I thought this section was more about presenting finalized effects. Thanks for moving!

  • Hello,

    after wondering why my effect was not rendered properly on my object, I realized (after reading some threads on this forum) that the Waterbackground effect had to be applied first (as some sort of adjustment layer, like in After Effects).

    To minimize the computational impact of the Waterbackground effect, I reduced it to this following effect, which I simply called Adjustment Layer:

    ////
    // Adjustment Layer
    ////
    
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerBack;
    
    void main(void)
    {
    	gl_FragColor = texture2D(samplerBack, vTex);
    }
    [/code:1r5uh3wj]
    
    If I put this Adjustment Layer Effect before my own Mirror Effect, everything is rendered properly. Here is the code for the Mirror Effect (please ignore strange output, still Work In Progress):
    [code:1r5uh3wj]
    ////
    // Mirror
    ////
    
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerBack;
    
    void main()
    {
    	lowp vec4 front = texture2D(samplerBack, vec2(vTex.x, abs(1.0 - vTex.y)));
    	front.rgb = mix(front.rgb, vec3(128.0, 180.0, 255.0) / 255.0, 0.15 + (0.25 - vTex.y) * 2.0);
    	gl_FragColor = front;
    }
    [/code:1r5uh3wj]
    
    Now I would like to merge these two effects into one, so that I do not have to put the Adjustment Layer before this Mirror Effect. As I have VERY LITTLE knowledge in HLSL, I would like to ask you for help (and guidance if it is even possible to merge these two). Thank you!
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  • Well if I add a simple sprite with a glass effect on the same layer, the effect suddenly works though, which is rather strange. All other effects work just fine.