Somebody's Forum Posts

  • You can paste into the image editor - so, you must have a sprite, double-click it and then paste into the editor window.

  • Very nice graphically, but I have to agree that the controls are a bit messy. Yann is currently building a gravity-based thing as well and in his case the screen nicely rotates around the player, which makes navigation MUCH easier.

    Not sure how that would work with moving the boxes and such, though.

  • Not sure what you do for the values here - whether it's distance based or such, but for me doing a pre-calculated array of the light circle gave some pretty crazy performance gains.

  • Hey, this is pretty cool and the performance is quite good (steady 60 fps or so). I was just making a raytracer of sorts in CC, this looks super-similar, although I slightly cheated with the shadow part, just doing some distance-based point checks.

  • Whoops! My bad. I wish CC and C2 sections were colour coded or something.

    Anyhow - modern browsers support font loading and such - perhaps an option for C2?

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  • Search here for Resource Plugin which allows temporarily installing a font for the game to use.

  • Thanks. I have also updated it with the ability to set the opacity - so that it doesn't have to be completely transparent. Performance seems to be about the same, so I'm leaving it under the same name.

  • As far as I could tell an effect like this isn't represented here so I went ahead and just tore apart some existing effects by Shviller and Rojohound (thanks, guys) and reassembled them into this.

    Basically what it does is: You pick a RGB colour and that colour becomes transparent.

    Before:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/cd6dfc98.png" border="0">

    Settings:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/1ed90ca0.png" border="0">

    After:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/c50dc82e.png" border="0">

    Really simple. Now WHY would you need this? In my case it helps with doing canvas capturing and then overlaying it on top of other things with transparency.

    Grab it here.

    Note: Some colours won't show as transparent in the editor, but all seems to work alright at runtime. Enjoy.

  • Sorry to bump my own last post, but I did a little optimization and the whole thing is now about 15-17 times faster (heh). For smaller things realtime raytraced light is fairly viable. It's still the same example, same keys and all that.

    I'm fairly sure there's more to be squeezed out, but for now you get the latest example. Touch a light to start. It also doesn't render unless necessary now, so don't get too excited by the thousands of fps it shows while idle.

  • While reading this thread at work on a mobile and being unable to participate I came up with a method as well. Now that I have implemented it turns out it's quite similar to Animaniac's raytrace I guess (at least the look).

    It's very rough, not optimized at all, but kinda works. Check it out (you can drag and drop the lights and use Numpad + and - to change their size).

  • 100*dt <== This is important, don't leave it out. deltatime is the amount of time between ticks which sums up to 1 each second. So if you want that to move 100 pixels per second you do a Each tick: 100*dt

    You could also add to the angle, something like 30*dt each tick instead of this. It's up to you.

  • You could do something like Every tick: Set bullet Y to ObjectName.Y+100*dt, where 100 is how much (in pixels) it would move in one second. dt or timedelta just makes the move smooth.

    On your second question - if you bought it the link's in your email.

  • Well yeah, I mean, it would do all the same things as the current one, just repeat instead of stretch. hence the coloured "cross" to show what would be affected. Only the corners never change.

  • Hi all! basically a feature suggestion for CC? Is it madness? Hopefully not, still plenty of steam in the old boy.

    So, doing some tests with walls and such several options come up - tiled backdrop works well for bricks and such, but doesn't let you change the angle and also has no support for sides. While the panel has all that, but stretches everything into oblivion...

    Enter a little suggestion: Why not let the panel object (or an evil twin) have the option of tiling the inner bit? I'm not sure if it would involve adding extra polygons or it's as easy as setting the UV to repeat for the middle bit. Either way, I made a little diagram to explain why this would be very nice indeed:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/52582bfb.png" border="0" />

    And as you see if it were possible to include an "intelligent tiling" option that lets you just place these things while trying to preserve the most detail it would really help with designing levels and, possibly keeping the object counts down (unless it's horribly inefficient, which I doubt).

    Either way, I hope a developer at least gives the idea some thought and/or some feedback on feasibility.

    Thank you.

  • You may want to look at the MagiCam Plugin?