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  • What about this request?

    viewtopic.php?f=184&t=122854

    I did see the thread and did see TiAm's comment there, but he forgot to say a Some-thing three times <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Seriously, though, at least with my knowledge it feels like it wouldn't make too good a Shader - it would probably be possible to make something that simply fades out the previous frame for a Geometry-wars like effect, but "proper" motion blur is a little different.

    One approach would be to make something like the racetrack Shader: https://dl.dropboxusercontent.com/u/132 ... index.html but with control over X and Y coordinates and sort-of sample the pixels instead of just shifting them (which is responsible for the graininess of that version). Something tells me it would be a "greedy" Shader, though. I'll add it to the list of potential Shaders.

    Really cool! Good job!

    Thanks! THe pace has slowed down a little, but more will come.

  • Oops, there's a slight chance it isn't indeed

    I wish they made the "old" section have a different color scheme or something.

  • On the bottom you see Alpha, which is basically transparency - at 0 it's totally transparent, at 128 it's half-transparent and at 255 it's opaque. Perhaps you have it at 0?

  • Is alpha over 0?

  • Yup, function names don't work like objects - since they aren't objects, just names (I guess). So they don't auto rename throughout your event sheet or project.

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  • Sounds like a good workaround to me, especially if more parameters, like hue, etc come into play.

    Shaders were really quick in construct classic, but for some reason on browsers they lack that speed.

  • Same effect but better performances ? Hey r0j0, do you want to make a similar version with the brightness parameter ?

    I know what you want this for, Coin, but you should really try having a single "things getting hit" layer and throw objects in and out of it. I can make a shader with the only function of making things white and no parameters so it would be as fast as possible, but that still won't be too fast with many objects I suspect.

  • Well, you can enable/disable effects at runtime - sometimes useful.

  • Depends on several things - if your Android device supports WebGL, if your events are well done, etc.

    Does lowering the resolution help?

  • You got it!

    At least a Shader that uses pixels for sizes, such as Scanlines and all of my pushy/shifty ones

  • In Construct 2 the collision testing is polygon-based and not pixel - so a complex image like this cannot be tested for collisions alone. You will have to make the maze from parts. To make it work you will probably need to rotate the layout.

    Try to have a look at the "Rotating platformer" example under File - New for ideas.

    =

    В Construct 2 соприконсовение объектов определяется исползуя полигоны - т.e. закрытые формы по (до) 8 точек каждая. Так что просто-так использовать вот такую картинку лабиринта не получится. Скорее всего придется сделать лабиринт из кусочков и крутить "камеру" - т.e. Layout.

    Советую посмотреть пример "Rotating platformer" - доступен при создании нового проекта.

  • Of course there is. This is is what I meant by pixel-based Shaders acting differently - with low res the Shader is run at the game resolution, no matter what. If you put a scanline on a 360px tall layer then your image will get 180 scanlines and that's it. Now when you use high quality upscaling the effect will be used on all of the 1080 pixels, for example. It will look totally different. On a 720 screen it will look different again.

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Somebody

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