I changed it to be transparent if within tolerance, let me know if this works for you (see new version.)
I am on the Construct Community Discord server, you can contact myself and other construct devs there: discord.gg/CWX4Cj5
Yes, I have heard of that, it looks interesting. That's not in Steamworks SDK 1.42 (So the Greenworks JS does not support it and C3 plugins based on Greenworks will not support it.) It is in SDK 1.47.
I am using Playfab / Photon instead.
Here are the Steam versions (you need to be logged in as a steam partner to view this): partner.steamgames.com/downloads/list
1.42, since this is the Steam SDK supported by the Greenworks library that Greengrinds is based on (similar to the official Greenworks addon.)
More information on Greenworks here:
github.com/greenheartgames/greenworks
Thanks for doing the async function feature request!
Thanks, if you do something nice with it, please share. TackerTacker has shown some interesting variations.
Thanks!
You can only really scale both axis at once using scale, distortionScale and directionScale.
They are a little different, one is an effect, one is plugin. This will generally look better, but require more perf. This one requires a helper function to do something similar to what FQ does.
Release 0.0.3.0
Added support for Electron 7.0+ (sandbox remote require issue)
This content is really good, I like how it covers JS integration and real-world issues (like mobile UI.)
Tested some of the DLC APIs and updated with bugfixes in 0.2.8. Note that the ACEs for GetDLCDataByIndex will only work with newer Greenworks binaries, they will likely be available on the prebuild binary site mentioned below soon.
Added Greenworks DLC APIs in 0.0.2.6. However, this is untested as I do not have DLC in my game yet. See Greenworks docs for the APIs:
github.com/greenheartgames/greenworks/blob/master/docs/dlc.md
Report DLC issues or other issues (and there will be issues with untested code) here: github.com/MikalDev/ConstructAddons/issues so I can track them.
The other option is to make sure you have a few pixels of transparency around the edges of all sprite images.
I think this effect needs to deal w/ spritesheeting (e.g. if neigboring sprites go to the edge of their sub-image in the spritesheet). Here's a clamp fix I am trying (replicate for other lines): mediump float a0 = texture2D(samplerFront, clamp(vTex + vec2(-dx*diag, dy*diag), srcOriginStart,srcOriginEnd)).a;
Member since 22 Apr, 2016