AnD4D's Recent Forum Activity

  • I'm pushing ahead with normal mapping, even though it doesn't work correctly with tiled backgrounds as far as I can tell, but I've come across something I hope some clever clogs can help me with.

    I'm using multiple light sources for my game, and so I would like my normal mapped objects to be affected by multiple lights, but I can only get it so that it is affected by 1.

    Anyone know of a solution or a work around? I'd rather not use multiple normal maps on each sprite if it can be avoided... If that would even work.

  • Very interesting. I wonder if it's possible to have this connected online somehow, so we're all playing with the same stock market. That would be pretty interesting.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/50465867/Construct/StrangeAudio.capx

    Steps to reproduce:

    1. Add positional audio to an object.

    2. Play project

    Observed result:

    Audio is distorted, and the speed of the sound appears to be affected.

    Expected result:

    Audio should sound quieter the further away it is. It should not sound slower. For example, the explosion file is a little over a second long, but for some reason it takes close to 3 seconds to play through.

    This was working fine a few versions back, and have looked through the release notes to see if there's anything that may have changed this, and can see that audio has been edited, but I can't see what would change this.

    Browsers affected:

    Chrome: yes

    Firefox: Positional audio doesn't appear to work

    Internet Explorer: Positional audio doesn't appear to work

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    r145

  • Ashley

    Sorry about that! I have added it to my Dropbox here:

    https://dl.dropboxusercontent.com/u/50465867/Construct/NormalMapTest.capx

  • Just an update to say this is still happening in r145. Hoped the tweak to the tiled bg expressions meant it was resolved :(

    Is it a bug? Or by design?

  • Sorry to bring this thread back up, but I have a question.

    I'm currently working on something using the canvas plugin, and when more than 50 sprites are added to the layout, my fps suddenly begin to fluxuate from 60 down to 30, and back up again, going back and forth. This is very noticeable when moving around.

    However, if my fps was at a constant 30, I feel you wouldn't be able to notice any slow down. Does this make sense?

    Ashley said there's no reason to limit fps. Does my situation give it a reason?

  • Is it possible to include a destination in effect on the falloff, which would allow textured objects to be in shadow until the light is over them, rather than just a black space.

    That make sense?

    If I convert one of the objects in this example, say the star to have multiple colours, it shows up even if there are no lights around.

  • Link to .capx file (required!):

    copy.com/U6YTYl63eC2LHQzX

    Steps to reproduce:

    1. Apply normalmap to tiled background (with textured version beneath (similar effect experienced when applied to layer.

    2. Run project.

    3. Drag select both texture and normalmap.

    4. Scale both in any direction.

    Observed result:

    1. When the project is run, the normal map looks fine, but the light result is reversed vertically. Horizontally, it can occasionally be off as well, but at least it scrolls in the correct direction. It was suggested that to resolve this, you need only turn the scale of the normal map into a negative figure and reposition it, but this is not a fix, and may require a lot of changes throughout project development.

    2. When scaled, the normal map again appears to be reversed. When you increase the scale, the normal map gets smaller, and when you decrease the scale, the normal map gets larger.

    3. The code for a normal map on a tiled background and a standard sprite can be the same, but generate very different results.

    Expected result:

    Normal map should not be inverted vertically, and should not produce unwanted results when scaling, both in the layout editor, and when a project is run.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: Can't even get normal maps to work

    Operating system & service pack:

    Windows 7, SP1

    Construct 2 version:

    144.2

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  • Very nicely done! Just need to think of a way to have the texture work well with the blocks, and then work it into a game :)

  • Does anyone have any wise words on how you apply and make use of a normal map on a layer?

  • Thanks anata,

    but that can't be the solution. Is this a bug Ashley?

    Anata, in the version you sent me, if you drag select the tiled backgrounds, and then scale the right hand side so it's half the size it was previously, and then try it again, does it work for you? For me, the light no longer follows the mouse.

  • anata Broken link:(

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AnD4D

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