For the alpha, I keep forgetting exactly how the shader works because I've made alterations in the past to accomodate for people asking for slightly different outline behaviors.
If you know a little bit about shader dev, it should be very easy to change the addon to add a percent parameter and multiply the final outline alpha by your new parameter.
I don't have a lot of time to make that adjustment right now, sorry. If you need help figuring it out, I would recommend heading to the Construct Community Discord server where me or any other shader dev can point you in the right direction :)
Hi, please don't use this to outline text, instead use the [outline] or [outlineback] bbcode with [linethickness] tag to control outline width. Here's the manual about it:
construct.net/en/make-games/manuals/construct-3/plugin-reference/text
About the precision step, it clamps to the outline width, so make it as close to the width value as possible as long as you're happy with the quality.
Anyway, I know the BBCode outline tags can cause issues at higher width values with some fonts, so really only use my effect if you are aware it has a MUCH higher GPU usage than using the BBCode tag, and you using the tag doesn't work. If the font causes issues, I also recommend trying another font to see if that works.
Hi, yeah this is an issue with C3's effect compositor. It doesn't provide a good way to get the size of one layout pixel unit across all scales and angles. I use an approximation that hopefully works in most use cases, but assumes that the render target and the layout are aligned which isn't true if the layout is rotated.
In fact my approximation only works at angles 0 and 180 and breaks on every other angle value, and there is no way to really fix this without also breaking the fact that the outline pixel size is tied to layout pixels.
If you want, you can modify the effect. In the code you should find a value called "texelSize" which is my approximation, and instead use C3's "pixelSize" value and it should hopefully stop stretching, and you can counter act the wrong pixel size value by using bigger width values
Hello, this addon changes how 9 patch border scales when object size is smaller than corner sizes, but don't use this. It's very experimental, can break at any time, and will not be compatible with the new version of the addon SDK C3 is going to release.
I love the continued dedication to supporting new and improved formats, thanks.
In my experience, WebP has still proven to be an issue in the past especially as Safari on older hardware still failed to load them sometimes. I don't think I've seen WebP related errors this year, so I will give them a try, the size improvements would be very cool.
I've also been following JPEG XL for a while and I can't wait for it to get widely supported, I truly believe that open formats like JPEG XL and AVIF are great advancements for the web, and I would switch to them in a heartbeat.
I'm sad there is no way to provide fallback formats for image data as it would make it a lot easier to move without thinking twice about it, but at the same time I'm not sure it would be beneficial to most people to export every image twice. For web game platforms like Poki where a huge amount of the traffic comes from mobile phones and older hardware, it would be great to have.
Hi, no.
V2 doesn't have a way to set the clipping mask of the renderer just yet
Apps get throttled over time by the OS. Same happens with browser tab when you have them in the background. After a while, updates will get slower and slower. There is nothing you can do to fix this as far as I'm aware. There might be platform specific systems but I don't know if they would work.
I have updated the addon, it should now work on 389. Please do consider moving to regular Z axis because this addon is now deprecated and I will probably not prioritize updating it in the future.
Also, with Addon SDK v2, this addon will not be ported to the new SDK so it will stop workin in about a year.
If you want the Set FOV action in vanilla C3 to work in normalised axis, please file a feature request for it, because the only reason it doesn't work in vanilla C3 is it actively does a check against it.
It most definitely does not, because normalised Z axis does not even have an FOV value
Set FOV works in vanilla C3 now, just remove the addon
Yes, as far as I know, it is the case.
You seem to be confusing loaderlayout with in game loading screens, which is what my tutorial is about.
Loader Layouts are a Construct 3 feature for showing something while the game is still loading in the background. My tutorial is about making custom loading screen inbetween levels while the game is running. Both, while similar, are used in different contexts. For more info about Loader Layouts, good practices and their limitations, please read the official tutorial about them:
construct.net/en/tutorials/loader-layouts-custom-loading-9
You're welcome :)
Hi, no. Normalized Z axis doesn't use FOV at all and in general it's pretty weird. Just move to regular Z axis it's infinitely better.
The fix has now been published. Give it a try and let me know if you manage to break it
Member since 3 Aug, 2015
Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.