nightofgrim's Recent Forum Activity

  • From what you saw in the source and your experience with construct plugins how much do you think the job is worth?

  • UDP is a network protocol

    Have a look here: http://reactivision.sourceforge.net/

    I am building a multi-touch object recognition table and the server software is free and open source. What I need is a way to receive the messages from the server so I can build an application in construct.

    You can use the TUIO Simulator and an example client to see what kind of data is being shared.

    I don't need anything fancy, just a way to get the data. I'm sure I could parse the messages in construct.

    If you can do it, give me a price and I will see what I can do. There are a few people working on this project so I'm sure we could pay you fairly.

  • EDIT:

    I'm bumping this because I didn't get any takers

    I need a plugin that can read messages from another non-construct app on UDP. I have c++ source for a console application that outputs these messages, but I need them to be readable in construct.

    Anyone interested?

  • I discovered that hinges are broken when an objects rotation ability is changed.

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  • rule of thumb: you shouldn't use textures bigger than 1024x1024. I know it's just a test cap, only mentioning it in case you didn't already know. Having either the width or height of the texture bigger than 1024 makes a 2048x2048 image, which can cause slowdowns on older machines.

    There isn't. The sprite is larger/stretched but the texture is 1000x1000.

    You can speed up the first situation up to 6 times by replacing 'wall' with 'bloomraycaster' in events 7 and 8.

    You are absolutely right. I don't know how I missed that.

  • Now I'm getting 400-600 FPS. But I think it looks a lot better now. Especially on the fence I got from google images.

    http://www.willhostforfood.com/access.php?fileid=66456

    Can you guys tell me your FPS.

  • It would be nice if I could have a large tiled erase object, with a mask over it that cancels part of it out.

    Is this possible with a shader?

    Like a shader that sets the alphas to 0 (the big tiled object)

    Then a 'mask' that increases just the alpha.

  • Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.

    I Don't think so. I am right now reproducing the ray look at over 700FPS (core i7 9800GTX). As soon as I figure something out with the mask effect I will post it here.

    I just needs some tweaking

  • How can I hide everything on a layer except where I have my mask sprite without making the mask gigantic? I have a feeling it has something to do with force own texture but I cant figure it out.

  • Hmm, I wonder where you got this idea..

    I did get the idea from your whine engine but I couldn't find a .cap of it.

  • It's in the next build thanks to Rich

    ~Sol

    You just made my day.

  • You mean like this?

    http://www.willhostforfood.com/access.php?fileid=66245

    ...

    Big improvement. It even looks better. Thanks!

    It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.

    I'm going for something that can bloom with all objects on the screen without having to add shaders to everything. That glow effect does look really nice along the edges.

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nightofgrim

Member since 6 Mar, 2009

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