No worries, it's also good to reveal that this is a real limitation of the effect (transition from no color change to color change.)
Hmm, if you have a demo project that behaves like that, I'll take a look. When I tried it with the sample project modified, I did not see the issue.
Pure white is the case when no color effect is applied, so that might be happening? I also imagine it would depend on at what skend value is being applied, how much it may glitch.
What I see with a quick test, that if you have color as white and change to non-white, it will glitch. The reason for this is the C3 rendering changes from non-predraw, so the effect is applied on render to canvas to predraw, where the color effect is applied first into offscreen canvas and then the skendPow effect is applied. Due to the changes in render processing, the effect will appear to glitch. For now, if this is the same issue you see, I suggest never changing the color back to pure white, any amount off will make the rendering consistent. An alternative is to change the addon to always predraw, but that has perf impact for the cases when color/opacity is not being changed.
Great description - it would be great also if we could have access to those multiple textures in C3 shaders also. I'll add a suggestion.
I am not sure, I just tested and it seemed ok. For preview, none of the steam functions will work (since not running w/ nw.js and dlls), but I didn't think it would black screen. Check the dev console for errors? Also send me the min version of the project on discord andI can try too.
My first effort, porting my glsl slice effect to wgsl, works so far!
construct.net/en/make-games/addons/976/slice
Thanks for the webGPU update, the saga of the effect porting effort begins!
I suggest trying a Do LMS Commit right after setting "cmi.core.lesson_status" in the same event block, perhaps some of those trigger once conditions are not happening when you think they should.
Info like that, it sounds like you are doing the correct value. If you want to share your project, I could take a quick look.
It would be good to also check the debug console (google chrome dev tools if you don't know what this is), it would be good to also check for the scorm error condition and value.
Perhaps issue with matching name of pass/fail condition between scorm and game? Check debug console for any errors.
Also use the error condition and error expressions to detect and display an error.
Did you follow all the steps under #Notes on the documentation page? I found that I needed to change a few things with the output file from C3 before it worked.
Take a look at the Documentation tab and the example project. You should be able to test the example project in SCORM cloud.
Good point, at some point I will look at fixing that meanwhile, if you are interested in using it now, you could add another effect Brightness to make it less bright when the effect is on. Obviously not a great work-around, but if you want to do something right now.
Another comment, in terms of the pathfinding smoothing, another approach I am looking at is using LoS to dynamically streamline paths as a unit is moving. So, the algo is to a do a quick search of the next n movement nodes to see if the LoS is clear, if it is, skip ahead the movement target to the furthest point in the search space. This does take into account other moving objects also, but I am still am also working on looking at what to do with overlapping moving units.
Member since 22 Apr, 2016