matriax's Recent Forum Activity

  • Ok. found the first limitation, i don't know exactly why but i guess too much points of collissions for physics.

    https://i.imgur.com/H126akC.png

    This happens after lots of destructions, but happen always. I tried to set all physics values to 0 and other stuff but nothing.

    No matter the layout or how many objects, is when you get X level of destruction this appears, always. With tilemaps using solids i can destruct an entire 1280x720 layout without problems. So, something regarding the physics behaviours.

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  • Added a better explosion and lots of particles and still 60 constant frames. Now the size is 640x480.

    Have to add also particles with physics that bounce on floor and when they velocity is less than X disable collision to disappear on the bottom and erase them to optimize the results.

    Also had an idea on destruction. The image of the explosion make a little more bigger than the erase tile and then the tiles on tilemap overlaped change their state/tile to a red one, to give the feel that zone was burned or similar, i don't know if i'm explaining well XD, btw i will post tonight or tomorrow if can achieve that.

  • At the moment an unique tilemap.

    For breakable moving platforms i will have to create one for each, so will see how many tilemaps moving at the same time and with destruction can manage C2 with shadow caster

    But at the moment all that i'm testing is working with a great perfomance.

  • Just added shadow caster, thought was gonna be a 0 Fps thing but the perfomance looks the same even with a bigger room.

    Next thing to add are custom destruction instead the circle and some particles. I think is looking interesting .

  • Ok, got working using only one canvas:

    https://drive.google.com/file/d/1PCsZN6 ... sp=sharing

    So sprites with pixel-perfect collision based on their alpha <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    have to work with the bullet-shoot because sometimes get stucked and not does the destruction correctly but well just time.

    When i fix this i will try to some crazy stuff if not achieve i will post there what i done to see if somebody know.

    EDIT: The bullet thing is due the speed of the bullet that starts as 64x64 and then when is created i set as 8x8, but seems already "walked" so the stepping/frames makes collide before get on the collision. Just set in layout 8x8 or in events on starts layout, and then depending of the shot make it bigger to avoid this problems.

  • dop2000 Who want a cofee? XDD I can't get the Canvas plugins with alpha working arggg

    One of the problem is that each canvas uses X,Y 0.0 as their hotspot position and they needs to be translated to the layout 0.0 to fit with the tilemap coordinates that is a problem i can't get fixed :S . Also the rezise canvas(Resolution inside the canvas size) not works, when try to resize in any way dissapears.

    This is the .capx

    https://drive.google.com/file/d/1OslraA ... sp=sharing

    (The errors are marked with bookmarks to find easy)

    So due the resize canvas not works after runtime i guess the unique option to achieve pixel-perfect will be using a big canvas set at 0.0 and pass the position of the objects box and look for the alpha if i'm not missing something.

    But, before that i'm gonna still trying other workarounds with the same idea.

    EDIT: Workarounds failed so i tried the Big canvas idea and worked to set correctly the tiles, but seems the expresions to detect the alpha not works, mmm:

    Big canvas:

    https://drive.google.com/file/d/1h44-Hg ... sp=sharing

  • dop2000 Oh, thats why i was afraid.

    But, 256 colors and what resolution?

    My idea is a PixelArt game, up to 320x180 resolution and 16 colors max without antialising (Sampling=Point instead linear).

    Mainly keep the specs low to allow do more crazy/cool stuff with this pixel destruction thing, lots of ideas but still working in a simple design with families and all well organized before start the fun thing, hope have some .capx version tonight.

  • dop2000 Yes is what i'm saying, but instead of destroy canvas just save to .json the tilemap creation and for gameplay just create only the tilemap and load the tiles by .json without even create the canvas object.

    Love the color palette idea using the tilemaps and deleting sprites, so get RGB values from canvas and create X conditions to asociate each RGB color picked with a tile in the tile map to be added.

    The unique thing is that i'm afraid that due is pass from using a single tile to lots of different ones for each color maybe the perfomance can slowdown but well, is another thing to test, thanks!

  • Trying to save objects for perfomance. I mean, for moving objects each one will have their own tilemap and using canvas also they will need to have one but thinking better as you said in the comments i guess will be run one time with canvas on to get the transparency for the tilemap and then save the tilemap family as json and run the gameplay version without the canvas, just loading the tilemaps generated. I don't know if i'm missing something.

    Hope get some time to put all the ideas and organize to make a test to see if all this can be done with a good perfomance. Also adding physics and other stuff like control the pixels in a way to do some Sine movements, maybe there is a way to do a realistic water, sand or similar. Just pushing C2 to the limits to see until what point can be achieved with enough perfomance to build an interesting gameplay.

  • dop2000 Oh yes! i don't see that, instance removed!. I guess this means is possible do various tilemaps without problems so to do the objecs movable with their tilemap should be ok with perfomance.

    ---

    R0J0hound Wow! what a workaround, i don't know that can be done in C2 :O

    Well, does the job i want, but uses an image from the project file, is there any way to set to a Family? So, i can add any sprites there to be "rendered" in the tilemap automatically.

  • I see, at the moment i will continue without canvas plugin wonder the limit i can go .

    Also was thinking on destructible moving objects and if i'm right to do that will be something like:

    On start layout + for each SpriteMovable(Family) create a tilemap with Sprite width/height, set tiles for the sprite form and pin pos+angle. I don't know if i'm missing something.

    If all this is possible(And perfomance is still good) i can see a good destruction game here, i'm gonna do some tests

  • dop2000

    "With complex shape buildings you might need to check overlapping for every pixel."

    Are you saying is possible do complex buildings or recreate sprites with alpha in tileson tilemap without use the canvas plugin or i misunderstood you? :O if true, how? In your examples i tried to modify the sprite but not just fill the rectangular.

    Love what you did with the complex windows, maybe i can use that for explosion to make complex holes instead the round one.

    EDIT: Oh! :O just realized that changin the erase tile by set tile in your last example you can recreate that sprite based on their collision that is great. Wonder if there is a way to make them pixel precise using the sprite transparency instead the collision, but here maybe the canvas plugin is required

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matriax

Member since 22 Jun, 2015

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