seven's Recent Forum Activity

  • Vertex shaders applied to quads aren't too interesting so I can see why they wouldn't be included.

    they give a lot better performance, depending on what you're trying to do. i don't want to do any premature optimization so it's not a particularly high priority but i'd still like to have the option open.

  • Just starting to get into shader programming and all the examples I've looked at so far are for pixel shaders--is writing vertex shaders for the C2 engine possible? If so, are there any examples I could look at for that?

  • Hey R0J0hound or anyone else who's been working with this effect, is there a good way to transition between mode7 angles like what's shown in this video?

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    I've been trying to brute-force the math for this for about a week without much luck, but I feel like the solution can't be too terribly complex?

  • I only just saw this reply (took a break from game dev for a while) but this is a huge help, thank you!

  • So for the past couple days I've been working with a friend to try and implement the "sprite positioning logic" from the capx earlier in this thread so that it still works when the mode7 transformation is being applied to a layer instead of a sprite; doing this opens up a lot of possibilities for visual effects without the performance overhead of hundreds of sprites with individual mode7 effects, but figuring out how the projection math/logic changes as a result of this has been difficult. Our layout is always the size of our window (i.e. no scrolling) and the angle is always zero, so this helped us to simplify stuff, but even now that we've refactored the sprite positioning logic down to a couple of lines it's still hard to figure out what we need to change make sprites map properly. I haven't been able to figure out things like where the axis of rotation is when we're using a layer instead of a sprite. I've made the most logical substitutions I can think of for the code you provided, like replacing Sprite.Width with LayoutWidth, but I don't have 100% confidence that all these conversions are valid. Any insight you can offer on how the original sprite positioning math works and how it would change in this context would be much appreciated. I can provide a capx of our work so far, but we've moved so far away from the original code while trying to fix it that it might not be much help.

  • NSF files are what people use to play music from the NES.

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    You can export wav files from NSF files, but it comes with a lot of downsides. A plugin to play NSF files directly in C2 would make a big difference.

    Why does this matter at all?

    • Audio quality for NSF files is lossless (the difference is really noticeable between an NSF player and an exported wav file), and NSF songs are as small as MIDI files. An exported ogg is typically ~100x the size of an NSF file.
    • It makes the workflow for people composing in tracker files much faster.
    • You can customize loop regions, so, for example, you can have a 15 second intro at the start of a song, but skip the intro when the song loops. You can hack something similar together with two regular audio files, a timer and a function to switch between them, but the code ends up being pretty messy, and creating multiple files for every song can be buggy and time-consuming.

    Is it doable in javascript?

    Yeah, totally. R0J0 made a Construct Classic plugin for this a couple years ago And here's a javascript implementation; it uses the Web Audio API like Construct 2, so maybe it could play nice with C2's SDK?

    Thanks for reading.

  • Problem Description

    I am running the latest stable version of Chrome and the latest beta release of Construct 2 at the time of writing, r174. Effects preview fine in Construct but don't show up at all either when previewing or on export. Everything worked fine a few days ago. My guess is that Chrome updated and broke something and that this isn't Construct's fault. Also, I haven't seen posts anywhere else about it so it must not be happening to everyone. Still, I need help fixing this and wasn't sure where else to post. Effects still work fine in Node-Webkit preview, so I'm not completely crazy. Let me know what other info I can provide to help troubleshoot this.

    Attach a Capx

    This isn't isolated to one project. This is any project, including the examples.

    Observed Result

    All WebGL effects are disabled. Depending on the project I can also see the "Effects are not supported" message.

    Affected Browsers

    • Chrome: YES
    • Node-Webkit: NO

    Operating System and Service Pack

    Windows 7 SP1

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  • "Wait 0 seconds" is the equivalent of waiting one tick.

  • That's not really a bug; how can you position a sound at an instance that doesn't exist yet? Use a Wait command, or On Created, or something similar as a workaround.

  • I'm not entirely sure what you're asking, but have you tried using key codes? https://www.scirra.com/manual/113/keyboard

    You can pass a variable into "Key code is down" and through that you can change controls during runtime.

  • I check if objects are on-screen before performing any CPU-intensive actions with them. It's worked well enough so far.

  • VectorY is an expression of the Platform behavior. https://www.scirra.com/manual/100/platform

    A positive VectorY means the player is falling. It works correctly; I have used it to implement fall damage.

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seven

Member since 9 Mar, 2012

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