R0J0hound's Recent Forum Activity

  • 1.

    Probably a valid worry, but what can you do? Maybe try getting the average fps several different times and only look at the best or median case to decide to lower the quality?

    2.

    Probably not, but I have no idea.

  • When i was last poking around C2's renderer i noted that particles have two ways they can be rendered. Typically they are rendered as points, but when they are bigger they are rendered as quads. I'm guessing the quads will rotate.

    Why the two different ways? Webgl, or graphics cards for that matter, have a limit on how big they can draw points, so when C2 wants to draw points bigger then it has to use quads. Also the limit varies from graphics card to graphics card. On my machine both scaling factors are rotated.

    You can see this done in the particles drawgl function. And here are the stats of the supported point sizes:

    https://webglstats.com/webgl/parameter/ ... SIZE_RANGE

  • Putting the shadowlight object on it's own higher layer did the trick last i checked.

  • 1.

    It sounds alright to me.

    2.

    You could paste onto a paster object instead. It's principally the same as layers with force own texture, but you choose what to draw onto it. Anyways maybe it could be faster since you can use use smaller areas, you'd have to test and see. Basically force-own-texture and paster are your only tools for using most of the blend modes.

  • Have you tried the rotate toward angle/position actions?

  • Mikal

    The renderer in C3 is mostly the same as in C2. It's quad based, with some optimization for point rendering for particles.

    Now, you can do mesh based stuff in spite of that. Basically it amounts to ending all rendering batches in the renderer and then using webgl directly. Just keep in mind any webgl state changes you do you have to revert back before Construct's renderer is to do something again. It may not be optimal, because it breaks batching, but it's still fast. Faster at the very least to just rendering a bunch of quads with the rendering api.

    In my mind this update is mainly for being able to draw stuff in the editor. Then again I"m a bit out of touch with things.

  • Rest assured you can do it with just events and no custom plugins or JavaScript would be needed. There is a function object you need to add to your project in the same list as sprites and stuff.

    How hard can it be? There is nothing that construct lacks that makes it impossible.

    EDIT:

    Here's an example made in a couple hours to give you ideas:

    https://www.dropbox.com/s/jbykgixjixvx8 ... .capx?dl=1

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  • If you're only doing the ajax call once per image and not every frame till they are loaded then there isn't anything else to be done i imagine.

  • It sounds like a bug to me.

  • I don't use C3. I actually want to get away from web technologies.

    Blender engine is supposedly out of date, and looks to be eventually removed from blender, but I think it's easy enough to use and it's cool to have all the tools in blender at your fingertips. I don't actually make any games, I've just fiddled around with most of those apps.

    Events are like coding, just sometimes more complicated and esoteric.

  • I suggest anything at all. There are lots of game making software out there, maybe start trying them out and see. Also don't be afraid of something that requires coding, instead consider it on a case by case basis. Visual scripting like events are in some ways simpler and in some ways more complicated than actual coding. Also there are coding languages that are bonkers complicated and other that are simple to learn and use.

    A few popular ones with good visual editors are clickteam fusion, gamemaker, stencyl, and godot. Then there are big engines like unreal, unity, lumberyard, cyengine, etc... but eh.

    You could always try other things like blender game engine, zgameeditor, pico8, love2d, scratch, alice, etc...

  • eh... what you're already using.

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R0J0hound

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