Colonel Justice's Recent Forum Activity

  • Here's the basic implementation (C3):

    drive.google.com/file/d/1Gj69ab5f5wuozDnCf1UaH1tb8mPs99gi/view

    Walls + sprites with correct z ordering.

    Without javascript and/or plugins, it won't get any faster than that.

    Cheers!

  • rigzsoft.co.uk/timelinefx-particle-effects-editor

    The only thing you'll ever need, ever.

    Also: codemanu.itch.io/particle-fx-designer

    I avoid naming bundles, chances are high that they contain animations created with presets of the aforementioned tools.

  • I'm afraid this is not possible. In Construct 2, there was the option to reload images from the original source. My best guess is that this feature got lost in the transition from desktop to webbrowser-based application (local hard drive, spritesheets generated on-the-fly, etc.).

  • > > You could use sprite mesh distort to do that. You just change the texture coordinates to display a different sub-image.

    > >

    > > Here it's using a spritesheet with a grid of 13x6 sub-images.

    > > dropbox.com/s/dog9plqg9vicvk5/card_spritesheet.c3p

    > > Toggle the set mesh point actions to disable the rotation.

    >

    > I think you could do that with Tiled Background's image offset.

    > Aside from the card flip thing.

    Thank newt R0J0hound for you idea.

    I also think about it, but with both of your way, I have to re-code my all game (we have about 14 Type Card Game already finished, just make some optimize for loading and add Theme and Card Set), And in Game, I have some tween about Width and Height of the Card to make some special effect, so I cann't use Tile in this case (Width and Height change).

    Actually you can, use the image scale parameters accordingly.

    Let's say your cards have 64x64 px size, and you have 64 cards on the sheet in an 8x8 grid.

    The tiled background layout size is 64x64. Use the image offset to navigate to the desired card on the sheet. E.g. OffsetX set to 64 shows the next card on the sheet.

    Now, you can use the image scale parameter to simulate a card flipping effect. If the TiledBG layout size is set to 32x64, set the image scale X to 50% to squeeze the card. If you tie the image scale to your tween effect, it should be no problem at all.

  • Oh, the envy - this is awesome!

  • I saw some projects on this task and I think this one will become the winner in performance and features like decals, reflections and tilemap editor ;)

    Challenge accepted.

  • Still going, right now placeholder art, menu, then documentation.

    I've lost a considerable amount of spare time due to private matters and the Covid19 crisis.

    I am cutting on some features before the initial release, so it CAN be released in some time.

    Thank you for the continued interest in this.

    EDIT: Due to licensing complications when repacked, I opted to replace the FreeDoom art.

  • You're welcome.

    Another minor performance tip:

    You can calculate the brightness in the main event without needing the for each loop and evaluating the normal angle via OR conditions.

    Just do: 3dwall set brightness to 100 - (35 * abs(sin(ray.normalangle)))

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  • The most effective way to massively improve raycasting performance is to test against a single tilemap object.

    EDIT: For moving objects, you can additionally test against these. For static obstacles I would rely on tilemap.

    EDIT 2: When testing against tilemaps, make sure to turn off collison cells on the LOS behavior.

  • Hi, I can't see anything that is flipped? Do you mean the wall textures?

  • > Hello

    >

    > I have question about wall textures. Applying them on walls they look mirrored. But its not the problem. Iam asking how they rendered. In project of mine there are a lot of buildings a.k.a. walls and each will have unique texture applied to them. All I want to know how they render because messing with example I couldn't get if its clock wise or not. Thanks in advance.

    And Second question is it possible to make scale only certain distance from camera while further just use simple non-scalable sprites?

    Yes, you can exempt sprites from scaling. In order to do so, you can use conditional expresssions and e.g. add an instance variable "fixedscale" to the sprite.

    Then do something like this:

    Sprite: Set scale to (sprite.fixedscale = 0 ? "engine's sprite scale term" : sprite.fixedscale)

    This will make the sprite scale accordingly to distance if fixedscale is equal 0, else, it will set the sprite scale to the fixedscale value (e.g. 1).

  • Hello

    I have question about wall textures. Applying them on walls they look mirrored. But its not the problem. Iam asking how they rendered. In project of mine there are a lot of buildings a.k.a. walls and each will have unique texture applied to them. All I want to know how they render because messing with example I couldn't get if its clock wise or not. Thanks in advance.

    The mirrored textures are related to some incorrect math with perpendicular wall blocks, basically it has to be offset from texture size - modulus or something like that.

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Colonel Justice

Member since 16 Mar, 2011

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