tulamide's Recent Forum Activity

  • Even though I've used sounds and music before, the AppPath thing still confuses me from time to time.

    IE, i forget what it means.

    Does AppPath mean something like:

    Game\Music & "Cool Jams.wav"?

    AppPath is a text variable that stores the path to your game folder (the folder where your .exe or .cap is stored)

    If you would have your game stored in a folder "mycoolgame" on C: then AppPath would have this content:

    "C:\mycoolgame\"

    EDIT: A look at "Verve!" might also help with this

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I would love to, but I'm stucked. What I need most is feedback about what exactly you expect such a palette effect to do.

    For example, having it swap certain exactly defined colors (as in Azu's example) is almost impossible because of limitations of HLSL and Construct's implementation of it (the maximum of exact colors that could be defined is three)

    That's why the effect currently converts colors to indices with the greyscale model. I could think of a couple of other ways to do the conversion, but I simply don't know what would be the most useful one.

  • Quite some time ago, I was working on an effect for color palettes, called C-DEX. It works quite similar to what you present, but without the need for any events. However, there was no feedback or overall interest in it, so I cancelled the development.

    This is the working method of the effect:

    (could easily be adapted to use other conversion methods, like alpha, one channel, etc.)

    And here are two super simple examples, showing what C-DEX is capable of:

    http://www.mediafire.com/file/qtaoorzu9psjrba/C-DEX%20Demo.rar

  • I would rather love to play "Being Ashley - Construct the inner demon". Rumors say the Amazing Game Studio is working on it for 8 years now, as it is an exact developer-simulation-engine (incl. physics!), but they never released any screens or videos, so maybe this game was cancelled...

  • Hmm, I have other experiences...

    I'm working with 0.99.96 and setting the spray disabled/enabled works very well for me. Also before spawning another particle object setting the rate of the original to zero works fine too.

    firework04.cap

    The negative rate issue does not crash Construct, only the temp.exe, at least on my computer. It still needs to be corrected, just telling it to see if there are differences in Construct's behavior on different pc.

  • tulamide,

    I'm also working on a game that uses lots of water, but probably completely different. I can work with the fluid .cap that you graciously uploaded, and I made some changes to it (removed the darkening over time), but I'm still wet behind my ears (pardon the pun) to get that ellipse collision going on.

    Can I get another .cap with more liquid stuff please?

    Here you are: fluid2.cap

    But remember to act responsible, don't drive today

    ... Also, does having two sprites = one water drop slow anything down at all compared to having only one object and still using ellipse? The faster the better

    Hmm, well, it is slower to have 2000 sprites compared to having 1000. But Construct is pretty fast when it comes to sprites, so I don't think that you will gain so many frames that it makes sense to forego the fluid effect...

    EDIT: On the other hand, it would be very helpful to be able to set the radius of the ellipse collision independent of the sprite's size

  • Quazi,

    thanks for the tips. I pursued the same approach, trying to use a dummy physics object with ellipse collision and setting the blobs to the dummy's position. But I used an id-system and whatever went wrong (can't tell, because I can't find that test cap), the result was that after a few hundred sprites the physics refused to work correctly. Suddenly the framerate went down to under 10fps and objects fell through "solids", etc.

    Didn't think of containers. After reading your post, I retried and the container trick works perfectly, as can be seen here:

    (Left: custom, Right: ellipse)

    Note: The only change is to spawn one dummy with ellipse collision check and one blob sprite, instead of just one blob sprite with custom collision check. Although having double as much sprites, I could double the max particles.

    Now I finally have enough fluid to form my game idea to something playable. Yeah

  • Could someone please explain what the heck is going on here? Serious! I can't believe what I have to read here...

    A Construct user asks for collaboration. And everyone feels the need to post here that he should be able to do it on his own? This was not a thread asking for tips that he could follow to do it on his own. He asked for someone to join a small team as a part time job. What's so bad about it? I tell you a secret: Literally noone in the game industry works on his own. Yes even a Ron Gilbert has a team, Peter Molyneux has a team, and certainly Blizzard is a team. There's nothing wrong in building a team, where everybody does what he can do best. Some are programming, some do the drawings, others are doing animations, there's a musician and a sound engineer, etc.

    But all those self-righteous Constructors insist on someone's having to do it all on his own? Come on! Stop arguing. You think, the request is a facility, a 2-minute-job? So, why not joining the team? If it is that easy it shouldn't cost you more time than the time you spent on moaning how easy it is.

    I repeat this, because I'm really disappointed how the community reacts to this thread: This thread is an advertisement, a call to join a team. It was written kind and humble. Yet, the only reaction is being rude and bashing. You don't like that he is desperatly seeking for a team member with better skills? Well, just ignore the thread. You think, you could be of help? Well, just write a pm. But stop this ridiculous "you shall not work in teams, you shall do it on your own" manner.

    I'm fairly good in doing music. Do you expect me to bash if you ask for someone doing your game music, by telling you "I know you can do it yourself, so don't ask for someone doing it for you"?

    I never thought this community would fall that deep!

  • I'd very much like to see it. I also didn't know you were using custom collision shapes. Is ellipse slower? I'm thinking for an actual game I'd probably set the simulation steps to 1. I'm not sure how much that effects how "real" the water looks, but in one of quazi's examples it seemed just as good as 10. I'm also wondering if the physics plugin does any other calculations that really aren't necessary liquid, or at least, don't make a big difference.

    Using custom collision was a neccessity because of the nature of the shader. What you see of one "water drop" is just about 5% of its actual size. If I'd used ellipse, the drops would collide although they are visually still far away from each other. I'd bet the standard collision shapes are faster.

    From my experience the lowest simuation steps are better for liquids. Maybe it is a kind of "tree lookup depth", but whatever it is, the liquids feels more natural with less steps.

    Here is the link to the same project as the exe you were already testing, but as a .cap plus the needed effect: fluid.rar

  • The only reasons for crashes is if the file has not been extracted yet or there are no Resource instances. In both cases the resource plugin doesn't crash, it is another plugin trying to load a file that crashes.

    The expression Resource ("foo") will return the path of the file if it's been extracted, otherwise if the file isn't extracted it will return an empty string :"".

    The action of loading a file with the path "" is what causes the crash. For example this will crash:

    -> EditBox: Load file ""[/code:2maq9f0a]
    
    All that should be needed is 1 global resource object.  When a object is global it will exist on the layout it was created on then all other layouts run after that.  If there are no instances of Resource the expression [b]Resource ("foo")[/b] will return 0, which also causes a crash if it's used as a file path to load.  It's a default behavior of construct to return 0 when a expression is used and there are no instance of that object.
    

    I see and it is exactly what I thought, too. And I wasn't clear enough of what I was using it for. I used it to load a font from a folder on disk. And it really only works the way I describe it. Here is the project (just some private text removed), in case you are curious:

    http://www.mediafire.com/file/j82u8distd6x68c/Xmas%20Yv.rar

    btw, what happens if you are trying to load and use a font that is already installed on the computer? Is it safe to load it anyway?

  • Tulamide, your example looks pretty cool. I can't seem to find what the fps is after the simulation actually starts but it shows fps at 60 first when it measures and the max particles is 380.

    It runs at v-synced rate the whole time. As soon as the frame rate (that was measured at the beginning) drops, the spawning of sprites is stopped until the frame rate is up again (normally just a few ticks) The physics use 10 simulation steps and there are some calculatons that are done in an "for each" loop on every spawned sprite on every tick (for testing purposes). I'd say, with less calculations and lower simulation steps you could reach 600-1000 sprites. But the physics object seems to have problems with too many sprites that use custom collisions. I ran into serious issues with a collision shape using more than 5 points when having more than ~500 sprites on screen.

    I could send you the cap and the blob shader (that isn't very gpu heavy, it works on a layer not on every sprite) if you are interested.

tulamide's avatar

tulamide

Member since 11 Sep, 2009

Twitter
tulamide has 3 followers

Trophy Case

  • 15-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

17/44
How to earn trophies