Transform any sprite into a trail
Basic implementation
Drifting effect using the trail renderer
THIS is GREAT!! thanks!
This addon is a very strong tool for my current project's visual identity and i very preciate it ! (if you wanna see it in action : youtube.com/watch ).
Is there a way i can modify the refresh rate of the trails ? By "refresh rate" i mean the time it takes for the trail to reach his "head". I try to use some slow motion in my projet, but the trails seems to be not affected by the time delta. The result looks like the emitter just slows down, but not the time itself, because the trail keeps refreshing at the same speed as usual.
wow your game looks so great, where can I find out more about it!?
This is one of the issues I have with the trail renderer at the moment. I am not sure how to tackle this effectively yet, and I have planned to make a full update for the addon when I know what to do about it. So for now, not really sorry :(
Cool game though thanks for sharing!
Thanks for replying ! Ill check for updates from time to time ^^. Its not a gamebreaking issue and the effect looks very cool in any other situations, so i will work around for now.
I tried to dynamically upgrade the length of the trail by the time scale's factor. The result is not good enough to be usable, but its a good start.
Fantastic effect
need to be NATIVE lol
Nice work =)
Hi
Cant attach the trail to a Image Point too ?
Not yet, at the moment, you can manually push points every frame, but i might add a way to attach to image points in the future :)
Great extension! Love it ❤
Thank you!
Maybe I'm dumb but I can't see how to use this? Could I get a little help?
First of all, fantastic behavior! It saves a lot of work to achieve similar effects with cumbersome event-only approaches.
Now, I experienced a (in my case breaking) bug with the 2.0.1.0, 2.0.0.9 and 2.0.0.8 releases on Github. Would be great if you could fix it.
Issue here:
https://github.com/skymen/trailRenderer/issues/2
Btw, seems to work fine with WebGPU for me
Also seems like C3 still has a lot of WebGPU related bugs, so it maybe it was on the engine side
But i would appreciate some updates anyway, just in case. Thank you for such nice addons! :D
I just realized that this addon is not working with WebGpu, the game/preview crashes as soon as a trail needs to be rendered.
As WebGpu will become a standard in a near future, this addon will sadly become unusable.
Ashley write a blog post on it, explaining how to port addons to WebGpu : construct.net/en/forum/construct-3/general-discussion-7/construct-webgpu-status-thread-177456
Is there a chance that your addon will be ported ? ^^
Maybe with a motivation screenshot ? img.itch.zone/aW1hZ2UvMTU2ODAwNy8xMzMwMzEwMC5qcGc=/original/5Dgt9U.jpg
Hey,
I have no idea why this bug only happens in WebGPU because this is actually caused by something much worse that should also crash on WebGL LOL
Thanks for the report I will fix it in a future version
EDIT: Unrelated I've been trying to find you and your game lately. I've been working on an update to my trail addon and I'd love to use a short clip of your game among others to showcase my addon in a short video. Am I allowed to do that?
I would be happy to help you promote your addon ! You can find a video and screenshots of the game here : forever-a-clam.itch.io/voidborne
Its still under active developement, but feel free to use the video for your showcase. The first seconds of the video are showing a fight against small ships, which all have trails created with your addons.
Skyman, hello! Excellent and flexible addon, really liked it to use, but I recently upgraded the computer and noticed that at 144hz monitor it does not work quite correctly, if, however, in the settings of the monitor back 60hz, the problem disappears, perhaps it has something to do with dt, can you please check the performance on monitors 120 + Hz?
Hi, yes the addon has some dt issues. Can you send me a c3p file so I can investigate?
Oh, I figured out what the problem was. After running your examples, I found that they work correctly at 144Hz, so the problem was on my side. It turned out that for optimization purposes I had replaced every tick with every 0.01 seconds when positioning the sprite to which the trail renderer was attached. At 60Hz everything worked fine, but at 144Hz this was not enough, eventually it was solved by returning the condition every tick