madster's Recent Forum Activity

  • This is a decently complex problem that even some commercial games fail to solve.

    One quick answer is to grab the average of the selected units original position and then offset the destination for each from the clicked point according to the offset of the unit from the original center.

    But that is ignoring the angle. You could rotate the destination position around the calculated center according to the angle from the origin towards the destination.

    But that is ignoring the formation along the trajectory.

    You can see how this gets more complex as you want it to be better. I'd say you can safely ignore trajectory and angle, and if you go for angle you'd be matching some of the AAA titles out there.

  • That Sprite Buddy looks quite useful. If it can export one file per frame we'd be set.

  • I think Ash mentioned that multi pass effects don't work in construct.

    Yup. That's the reason. And multipass is the way to go, so the only way currently is stacking them.

    hopefully someone will implement a value control for blur horizontal and blur vertical eventually.

    I did, a good while ago O_O It's in the completed plugins forum.

    It's called "blur motion" and also has runtime angle control, so the horizontal and vertical fx are the same. Which means it crashes if you stack it four times X_x

    I guess you could copy it with another name and use two of each as a workaround.

  • RANDOM SEEEEEEEEEEEEEEEED

    (sweet. Kudos.)

  • Hello Is this happening?

  • You need to use containers.

    I created a new sprite (sprite6) with the word DOG painted in it. Replaced the EnemyDogs with it. Left one Enemy dog by the side of the screen and deleted it on layout start.

    Also added a sub-event to layout start: For each object sprite6 system create EnemyDog.

    I put the EnemyDog in the same container as its LOS sprite, so each EnemyDog will have its own LOS sprite, which was the issue. They'll behave correctly with this, as containers will help Construct guess which dog and which LOS your script is talking about.

    Keep in mind that there's a LOS behavior that would probably have saved you doing some of this.

    http://www.udec.cl/~jfuente_alba/PartialExistence.cap

    Saved in Construct 995. Has exactly what I described before.

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  • Photoshop's blur is not realtime. Actually, it usually takes more than one second to calculate, I'm sure you don't want that kind of framerate.

    The reason for photoshop's sluggishness is that it calculates a proper blur with the amount of samples equal to the size of your blur. You can't do that in realtime.

    HOWEVER, the gaussian kernel is separable, which means you can calculate a new blur with the results of the previous and the resould would be the same as taking b^n, where b is the number of samples of the original effect (12 in this case) and n is the number of times you execute the effect. The real size of the final blur will be s*n, where s is the size of the blur you're stacking, asuming they're all the same.

    At this point I feel it's a good idea to point out that ALL AAA 3D games do more than one pass of blur. So this is what you want to do, just like they do it.

    SO, for a pixel-perfect blur, you'd have to use a size of 6 because that means one sample per pixel (6 to each side, total 12 pixels for 12 samples) and then stack as many blurs as you need. Say you want to blur to about 100 pixels as in photoshop. That'd mean s*n = 6*n = 50

    then n= 100/6 = 8.3, you need to stack blur about 8 times on each axis. yeah.

    And yeah, that blur is per-pixel accurate up to size 6.

    Then again... I did say per-pixel accuracy is not feasible in real time. Let's use a blur that's a quarter as accurate, so size = 6*4 = 24. Now 24*n=50 means n=2.0

    Stacking blur two times for each axis will yield a quarter of the accuracy of a per-pixel blur for a 100px wide blur. Inefficient? Just like Bioshock and COD4 (only they use a trick we can't do in Construct to use even less samples, meaning they're even less accurate).

    Then again, if you attempt to stack ANY effect more than twice, CONSTRUCT CRASHES.

    Yeah. Did report it back then, still happens in 995. Wish it didn't.

    All that said, I've never tried blurring with blending. Can I get screenies of what goes wrong?

  • Tried the single player version.

    I couldn't find a way to leave the house if there is one. I played until a tank-like zombie came in, I killed it and then nothing else came in. there were 2 zombies that spawned outside at some point that couldn't get in and i couldn't get out.

    Is the multiplayer version anything like that?

  • Holy, real 3D in Construct!

    Nice how the eraser particles slowly fade off so you can't even notice it happening.

  • yeah flash runtime intrusion into the game is one of the two reasons I'm using Construct.

    The other one is hardware acceleration. Real hardware acceleration.

  • search and flood fill limited by alpha, then find bounds and clip.

    Simple but slow. Could be sorted by bounding box center.

    Should include a minimum bounding box size.

    Issues could occur if sprites overlap each others bounding boxes, which is a rare case I'd say.

  • Looping audio is tough even with a perfect splice.

    Have you considered a small fadein/out in each sample? that's what editing software does to avoid jumps.

    Just start up the new sample a little bit earlier, about 1ms is enough but you could even go for 5

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madster

Member since 17 Feb, 2009

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