Mikal's Recent Forum Activity

  • Yes! Wonderful work! I hope that this also gets ported to C3, where I do most of my shader work / shader porting. If you need a tester for that or any help, please let me know. Of course, it would be great to also see an export option for a C2 (and C3) effect addon.

    Also, great to see derivatives enabled! This opens up a few new shaders for porting.

  • FunkyQuad, now with some light Z:)

    An experimental plugin to draw a quad with an additional Z vertex per corner. Not mode 7.

    Available here with example project.

    construct.net/en/make-games/addons/356/funkyquadz

  • The effect is available with examples here:

    construct.net/en/make-games/addons/354/linearlight

  • Shadertoy as a C2 plugin? Very interesting!

  • Nice work getting it done and shipping it, good luck with it! The art style is pretty funny, reminds me a bit of Mike Judge style.

  • Play in a 'Let's Play' Let's you play a video like it's a Platformer level.

    (Green is the tilemap that being used for collisions after capturing and scanning the video)

  • The strange vibe in this game is just great. Wishlisted.

  • This is an interesting problem.

    The main issue here is that depending on frame rate, dt and bullet speed, you will trigger the overlap condition at different X locations on each wall. If you look very carefully (or look carefully and increase bullet speed), you will see that sometimes the squares overlap the walls by different amounts before they change diection, then they will start at different locations and change the spacing.

    To make it look more consistent, one idea is to detect how much the overlap is and set the block back to where it 'should' be when it reflects back in the other direction.

    Try this and let me know how it works in your testing. The formulas can be simplified, but I left them as is, so it would be easier to see what the calculations are doing.

    It does start to fail if you increase the bullet speed to be so high that in one frame two squares would overlap the wall, if you need to deal with that case, you will need to do more work.

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  • Using your Spine project on a Moto G6 and remote preview:

    1 Spine Object: 60 fps

    2 Spine Objects: 40 fps

    3 Spine Objects: 30 fps

    On iPhone XR:

    30 Spine Objects: 60 fps (and starts to slowly fall off after that.)

    In the plugin, we are updating a texture for each Spine object on each draw call. Some mobile GPUs may have low performance on texture updates.

  • Heh, no this is a SDV day scene on a sprite with a WIP LinearLight effect applied w/ a gradient.

    If you do a simplified farming game, please let us know how it goes.

    if you are still looking for this effect, let me know, I have something you could try out.

  • Are your 'lines' separate sprites or are you using Drawing Canvas?

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Mikal

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Member since 22 Apr, 2016

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