Ugotsta's Forum Posts

  • I really look forward to the inclusion of shaders. I completely needed OR and ELSE logic so my vote was for that but shaders are my next vote!

    Bob Thulfram, funny you mentioned SVG because I recently posted about using the SVGCanvas plugin to create a blurring text effect. The filter code, derived from Inkscape, can be used with any SVG.

    You could potentially draw an SVG shape at runtime and apply the filter to it. If your game will involve graphics as simple as those in the Evac game you linked to, I imagine you could use purely that.

    By the way, that Evac game looks great and ironically, the idea of pushing blocks to destroy enemies is an idea I've had in my mind for quite some time now. Though my thought is to destroy the enemies by surrounding them with blocks. Cool game though, that Evac.

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  • Pode, that sounds great! What would it dump the canvas to? A layer? Possibly a Sprite object? :)

  • Miyavi, I'm not sure if it's exactly what you're referring to, but C2 automatically renames all occurrences of an object in the event sheet(s) when you change the name of the object. It's one of the things you really have to love about C2!

  • Yep, alpha-fading Sprites (or even the Text object) would be faster, this is just for when you need an actual blur effect.

  • Sharpshooter, where you have the "????", have you tried entering AJAX.LastData there?

    And yep, this is most definitely an awesome addition to C2, so much simpler having it all built into the core.

    [Looks like Kyatric got to it just a minute before I did, must've been right as I was reading it!]

  • Pode, thanks so much for this plugin, it paves way for so many possibilities that are otherwise not quite so easy in C2 currently.

    I've got a bunch of examples I'm working on, as I'm trying to get a better idea for what all can be done with this, but I've got a few examples up in case anyone else is interested.

    Here's one: SVGCanvas Blurring Text

    That said, I notice the Destroy action doesn't currently remove the SVG from the DOM. Can that be done?

    Also, if I might make a special request, could you possibly add a Text option, like the Circle option? One where it would be easy to change text at runtime? Attributes can be changed currently, but I can't seem to change the text.

    Many thanks again for this!

    -DavidM

  • Hi everyone,

    Sorry first off, if this is in the wrong place. It's basically answering my own question, but I figured it'd be best placed here in the "How to" section.

    Anyway, I was wondering how I could go about getting some blurred text with the current version of C2, which doesn't yet provide a blur effect as Construct Classic did.

    Then I tried out Pode's SVGCanvas plugin and found a nice way to add that effect!

    You can utilize SVG filters to achieve any number of effects. More than that, the free Inkscape software provides a massive plethora of filters that you can easily reuse by exporting the SVG file you create, then copy-pasting the filter code into the SVGCanvas, like the example below does.

    Here's that example: SVGCanvas Blurring Text

    And here's a .capx: svgcanvas-blurring-text.capx

    One word of caution, for those unaware, SVG can be a bit resource intensive. Unlike the HTML5 canvas, SVG uses HTML tags for its composing element, thus more HTML to load on the page. SVG would probably be best used sparingly in most cases.

    Happy Constructing!

    -David

  • Hi hugothewhitewolf,

    The easiest method I've found (and it seems others here as well) for sharing .capx files would be to use Dropbox. Here's more info on that in case you haven't gotten there just yet.

    Upload your game to Dropbox

    And for posting links to .capx files here, you can simply paste the link directly here, or wrap the url with the BBcodes. You can click on the BBcodes link below the reply editor to find more info on that.

    That said, I threw together a quick .capx example demonstrating how to destroy the bubbles based on the player's bubble color, represented by the animation frame.

    Basically, the sprite object's animation frames hold the various bubble colors. The Bubbles and Player have the same animations, but can be on different frames of the animation. When a collision occurs, a check is made to see if their animation frames are the same. They're both destroyed if so.

    Here's an exported example: Bubble Pop Game Example

    And the .capx: bubble-pop-game.capx

    Hope that helps ya out!

    Cheers!

    -DavidM

  • I'm sure this is on its way via WebGL shaders, but for the moment, another method besides using additional alpha-adjusted objects would be to use the SVGCanvas plugin, then use filters like in the following example.

    SVGCanvas Text Drop Shadow

    Here's the .capx: svgcanvas-text-drop-shadow.capx

    It uses the drop shadow filter from the awesome and free, Inkscape and you can use any of the filters Inkscape provides by simply saving the SVG file, then copy-pasting the <filter> code.

    Kudos to all those designer/developers who provide those incredible filters! And more better kudos to Pode for the SVGCanvas!

    Cheers!

    -DavidM

  • This can actually be achieved with R0J0hound's Canvas plugin, by pasting a Text object onto a Canvas, at which point you can then utilize other effects, opacities, etc.

    If needed, you can also clear the canvas and rewrite text object, should any texts need changing.

    Here's a quick demonstration: DEMO

    Here's the capx:logo-fade-swipe.capx

  • Thanks Pode! Hope to see that added by R0j0hound as I'm already using the Canvas plugin in several projects.

    Do you think gradient fills would be difficult?

  • Thanks for this, Bicky. I think this is a good one to include in the original textbox.

    One thing though, how are you handling focus actions? Like say, returning focus to the canvas after a textbox gets the focus?

    Currently, it seems to me the user is forced to press TAB to get back to the canvas, though perhaps I'm missing something.

    EDIT: I realize the focus gets returned to the canvas when an OK/Submit button is pressed, but what about in cases where you're not using one? Let's say you're using the ESC key to cancel form entry. Have you or anyone else come across that need?

  • I'd like to just chime in here a quick moment to say thanks so much for this one! I just used it in a project and it's plain awesome.

    When I used to use GameMaker, it had an automated Save/Load feature and I believe it used exactly this method, saving all object instances. It's so nice to have this feature here in Construct 2, but in a more powerful way. It's totally possible to save the JSON string to the server, or even display it so users could copy-paste if needed.

    Excellent work and thanks again!

  • I'm with anthonykojima, WOW that's a nice game! Graphics and sound meld together perfectly and I have to say, I really, really like your choice of fonts. I'm very particular with that.

    Did you do the graphics?

  • Hi everyone!

    Here's a quick project I've been working, for my own use, shared here for others who may be interested. It's a basic map editor for Inform 7.

    It lets you visually layout your maps, then exports the Inform code (which is basically English), for use in the Inform editor.

    <img src="http://dl.dropbox.com/u/41325628/construct2/inform-map-editor/inform-map-editor-screenshot.jpg" border="0">

    It's very basically currently and may have some bugs, though I'm providing the capx here so others can edit it if needed.

    Try it out here: TRY IT

    And the capx:

    http://dl.dropbox.com/u/41325628/construct2/inform-map-editor/inform-map-editor.capx

    I think it could come in handy for anyone looking to create a basic map editor. The size of the grid is very easy to adjust, it's purely based on the dimensions of the Tile object. It'll calculate the number of rows/columns based on the layout dimensions.

    I've since realized a far more elegant way to achieve this one so I'll be working toward that rather than continuing this one, methinks.

    Have fun!

    -DavidM