Vangelis's Forum Posts

  • Hello

    Is there any chance to share the code (for the physics behavior) for the Prismatic joints like you did with the Kinematic Bodies?

    Thanks in advance.

  • All right i got it was quite simple.

    Soon i will write it on the tutorial section.

  • Hi zenox98

    Well ,that is a really nice effect but i cant use it as a blur "mask" (blur a portion of the layout or a portion of a layer behind of the object with the effect applied) because it isnt a blur mask.

    Think it like the C2 build in effect hexagonal pixellate mask (this effect can hexagonal pixellate all the objects that are behind of the object with the effect aplplied) but instead of this lets say a gaussian blur mask or in general a blur mask (horizontal , vertical or what ever) .

    Thanks for the reply .

  • Sweet!

  • Wow .... Just amazing.

  • Hey Folks !

    Is there a possible way to achieve a blur mask shader (gaussian blur mask or blur horizontal mask or... blur etc ?

    I was trying to tweak the original blur horizontal shader but ..... I just don't get it .

    I am confused with samplerFront,samplerBack and gl_FragColor things.

    Also I am pretty sure that there is a lot of people who has requested this type of effect in the past but with no luck of response so far.

    So.....yeah if anyone can make this kind of shader please share it or some kind of a "guide" about the shader mask thing, like the radial pixellate to radial pixellate mask.

    Thanks.

  • Well thanks for the answers .

    But I was not asking for a way to improve the perfomance.

    Thanks for the tips anyway.

    I am new in this community and in Constract and i was wondering how well construct can handle the collisions.

    I mean in numbers.

    300 collisions checks per tick is a huge number of collision checks or not ?

    What is the number of collision checks to avoid?

    Thanx again and i am sorry for the bump.

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  • I was wondering what is the ideal number of collisions per tick?

    When i say ideal i mean the ideal check collisions per tick to run a game smooth.

    300 check collisions per tick, should i worry or not?

    So yeah, that is my question.

  • Never mind i solved it

    in case anyone interest is similar the way ahmadmanga mention

    i make 10 dots to fill the distance between the cannon and the mouse with a loop ,

    then i make a global var with the number of the dots in my case 10 so globdots =10

    when dot overlaps wall globdots=dot.iid else globdots =10

    then system pick by comparison dots globdots <=dot.iid set opacity to 0 else set opacity to 100 .

  • hmmm....

    If you want "Dots" to always be there (you create them in the editor and never destroy them in Runtime)... you can make instance variable in them (let's call it DotID) and number them from down to top.

    if the third Dot (DotID=3) overlaps a "wall" then change Visibility or Opacity of all Dots with (DotID >= 3) to make them invisible. if no "Dot" overlaps "Wall" make all Dots Visible.

    I hope this helps

    i don't understand the trick with variables.

  • So now that i have your attention my problem is that:

    i am making a cannon shoot game and i have a cannon that shoots bullets towards the mouse. i fill the distance

    between the cannon and the mouse with 10 dots that pointing the target.

    Now i want that dots to disappear when they are overlapping a wall and to reappear when they are not.

    Something like that lets say the dots is counting 1 from the beginning(cannon) to 10 mouse(target) .when lets say the fifth dot overlaps a wall i want to disappear the fifth dot and all other dots that reach the target(6,7,8,9

    and 10) and when there is no overlapping i want to reappear.

    something like that.

    all dots

    ----------

    overlaps wall

    ----|

    after overlap

    ----------

    keep in mind that i don't want to create a new dot every tick something like this if dots<10 then create dot.

    I am pretty sure its tricky.

    Any help or suggestion please?

    thanks!