Colonel Justice's Recent Forum Activity

  • This is, once more, awesome! I especially like the daytime lighting changes - very moody!

    Array is way faster when it comes to reading data.

    I used canvas to store lighting data but it's slow if you want to extract data from a coordinate. Array is also way better to apply realtime data changes like lighting changes or terrain manipulation.

  • The jitter artefacts are caused by one or more of these project settings:

    1) Nearest sampling

    2) Pixel rounding

    3) Full screen low quality

    While typical settings for pixel-art games, rotating sprites on runtime will produce these visuals. If you want to have cleaner sprites for a pixel art game, you need to draw them at their respective angles and then import them in Construct.

  • 1. Remove the fog effect from the layout.

    2. Apply the fog effect to the enemy billboard.

    3. Put the billboard layer on top of the game layer.

  • Please check

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/audio#internalH1Link9

    Playing sounds at the 3D cameras position and setting the listener Z height to the camera's Z position should give correct results.

  • If you want to use overlapping, make sure to add a "pick top instance" condition. Howevever, BadMarios suggestion is more accurate, since it doesn't have to rely on collision polygons.

  • You can switch face visibilities according to the player position.

    Do it only when the player is moving.

    For example:

    If moving up or down:

    Set top face invisible

    Set bottom face invible

    Then:

    -If 3dcamera z-elevation is greater than 3Dshape z-elevation + 3dshape z-height: set top face visible

    -If 3dcamera z-elevation is less than 3Dshape z-elevation: set bottom face visible

    This applies only to static 3Dshapes.

    Apply same logic for X and Y positions.

    Object-wise culling should be way more interesting though, but much harder to achieve.

  • It will render incorrectly when the distance of the sword object is less than the player object (= in front).

    Objects get rendered back to front, so first player sprite, then sword sprite which will overdraw the transparent areas and thus won't blend correctly with the objects that are behind.

  • Stuff has to be drawn in a per-object order. Make sure the layer on which the sword uses camera distance for rendering. If it already is, it probably won't get better than that.

    See this manual entry: https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/3d-shape

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  • Well, after further reasoning, the method to swap the objects by simply swapping their states via JSON appears to be futile since their swap will not be recognizable (same position, size, angle, etc.).

    You can, however store their appearance in local variables, then perform the JSON swap, then overwrite the appearance variables.

  • > Is the initial instance created at runtime?

    No, both instances are created during edit time.

    Then at runtime, the player changes the instances' states and variables.

    At one point, I need to swap the states of 2 instances.

    I tried to use:

    state1 = instance1.AsJSON

    state2 = instance2.AsJSON

    instance1 -> Set From JSON (state2)

    instance2 -> Set From JSON (state1)

    But it didn't work.

    I had to set the state manually (i.e. save each instance variable to a temporary variable, then swap them, and so on...).

    My question is: is there a way to use Set From JSON to set ALL the instance variables (i.e. state, in general) at once, instead of 1 by 1?

    This should actually work, may be a wrong order in operations etc.

    Can you post a c3p?

  • Thanks!

  • Hi everyone,

    is there a way to make the canvas object render correctly with a 3D camera?

    Right now, it seems like the canvas dimensions in 3D are still projected on the 2d plane, causing unnatural distortions and lag if updated every tick.

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Colonel Justice

Member since 16 Mar, 2011

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