tunepunk's Forum Posts

  • Seems to be that $ is not defined... what's the correct way of executing a script?

    Edit: seems like jQuery is not included. hmmmmm

  • A while back I played around with this example made by R0J0hound. Works well in C2, but can't get it to work in C3.

    Anyone with the knowhow able to help me get this working for C3, as I wanted to continue play around with it in C3.

    Link to C2 project file.

    dropbox.com/s/osmnwshb7dl4zi5/custom_webgl2.capx

    It opens correctly in C3, can't preview the 3D.

    Any help appreciated.

    R0J0hound do you happen to know why it's not updating the texture in C3?, either with C2 or C3 runtime.

  • I guess, but then you would probably need to make a custom shader?

    It would be good if C3 had some kind of simple built in shader builder.

    Basically what I'm looking for is some way to build this kind of stuff from, within C3

    twitter.com/minionsart/status/964257071423283200

  • Was playing around with advanced random plugin and some other things lately, and had an idea that would be pretty cool.

    Some things i would like to do:

    For example:

    setting the opacity of an object. Not with a value but with an advanced input. This could be pretty much anything. Bitmap, the output of random plugin, gradient. Of course this would need to be placed using some kind of 2d Matrix?

    Setting the color of an object using the same method as above.

    If Objects like sprites had an output expression. The output is pretty much just the image data.

    Some possibilites

    * Create simple shaders using this kind of inputs.

    * Applying noise, and details to sprites.

    * Using image or image data or to control opacity/alpha, insdead of using blend modes.

    * Controlling effect parameters with gradients? You could have the top of an sprite have heavy blur and bottom if sprite have no blur.

    I think there's a lot of fun possibilities if Sprites and other similiar objects had some kind of Output expression, outputting the image data, which you can input into something else, like the opacity of another sprite.

    Is this something that would be technically possible?

    I can think of many cases where you would want to have an image or image data is input instead of a single value.

    Ashley

    Just want to know if anything like that would be possible with the new C3 runtime?

  • I still believe though that some minor degree of user setting would be good, like:

    Toggle for Shared sheets on or off,

    Max sheet size maybe?

    I'm sure you don't want to confuse newbies, but I'm also not sure that "one size fits all" approach is very good either.

    Games can vary greatly in terms or complexity and amount and size of assets used, so some minor control on the users end is always good. It doesn't have to be any complex settings. Just toggles or a choose A, or B, C, then we can at least easily test witch settings works best for our game. The default could of course be something with a balanced performance/memory usage...

  • r130 seemed to be even worse with the shared sheets. Here's another one even bigger shared sheet. Shared across all layouts.

    I was under the impression that changing layout, would unload unused sprites, and loaded only the ones needed for that layout. While using these kind of HUGE shared sheets you load a bunch of unnecessary images, backgrounds and graphics kind of beats the purpose of unloading things from memory, as the shared sheets contain everything anyways and are completey scrambled.

    Ashley Could shared sheets possibly be a toggle?

  • One thing i noticed with C3's spritesheeting is that spritesheets can be quite scrambled. You can have some animationframes from a single sprite, ending up on different sheets. So you get texture swap during the sprite animation. I havn't tested if it has any significant performance overhead though.

    One thing I did like about C2's way of handing spritesheets, regardless if it was more efficient or not was that when you exported the projected, the spritesheet was per object. So I could easily go in after export and apply color correction, and some other final touches.

    C3's exported spritesheets are scrambled and are often using shared sheets. Shared sheet's might be good in some cases, but what about if one sheet contains a lot of images that are not even used in the current layout. You're loading a huge shared sheet with a lot of useless sprite data that you're not currenlty using in the layout. I think that's the biggest problem.

    C2 didn't have any shared sheets, that's why It made sense to manually bundle Common UI elementes in one sprite object for example, since it was going to be used in several layouts.

    Here's an example of exported Kiwi story sprite sheet. Using a shared sheet with sprites from 3 different levels.. Cave, Forest, Temple. Levels, title screen.

    Edit2:

    I think it would make more sense to have a toggle for using shared sheets or not. Because the shared sheets are scrambled each layout you probably have to load a HUGE shared sheet even if you're only using one tiny sprite in that sheet on your current layout.

    Edit 3:

    Thinking about it some more, shared sheet is not a very good idea at all. Unless your game is pretty small and using pixel art and you can your whole game can be loaded in to memory. No loading times and load screens. But in any other case scrambled shared sprite sheets are not very desirable.

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  • Looks nice! Good job!!

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  • Maybe something like this could work?

    Made a quick example.

    dropbox.com/s/df8pmmv8ae4bvfc/touch_button.c3p

    Blue box turns red if the first touch, that touched the screen... slides over the blue box.(there has to be at least 2 touches) The blue box will not turn red if any other touch than the first one touches it.

    I guess that's how i got your description of what you were trying to do.

  • This is really cool and very useful. I hope feature releases include some Demo Projects to see examples of how they work in action, so we can tweak values and play around to get a better understanding.

    I would like to see how this kind of noise can be applied to a tilemap object etc, to generate a map landscape etc.

  • A big part of Construct is the community. I already got used to using construct.net instead of scirra.com but one thing the old site did better was a direct link in to the forums.

    Yes you can bookmark, but I don't really use bookmarks, unless I save pages for later easy finding.

    Typing Con...... suggests construct.net

    I go there, then I have to click > Community, Then > Forum.

    Why bury the one of the best things about construct there? Please add a direct link to the forums on the first page somehwere...

  • lucid I have a quick question. Is it possible to load video or png sequence in spriter for reference in the background? I'd like to try rotoscoping animations for very life like movement, and reuse animations for several characters, of they all have the same bone structure?

    If not. Maybe that would be an awesome addition to the new spriter version coming.

  • Works fine here for me. I Can click all the boxes, at least when using a mouse. I don't have my tablet to test touch at the moment.

  • I've tested the runner example again and there is no difference at all for me. It's stuttering like hell as it did before the hotfix, guess we made no step forward from the previous issue (High-end Win7 PC, Fullscreen mode).

    Did you try disabling the text update every tick? that helped a lot for me.

    Wish there was some way that Construct could auto generate a sprite font. Tiresome doing it in 3rd party apps and importing over and over when you wanna tweak sizes, color style etc.

    I rarely use text object at all anymore except for debug purpose.