Mikal's Recent Forum Activity

  • OcularCash

    My other hack to get at another texture for an effect was to make the sprite 2x wide, put the second texture into the right half of the sprite and then have the effect combine the textures as needed in the left half and render the right half as transparent, regardless of its content. I _think_ this has similar performance as rendering one sprite, then overlaying with another and rendering again as Ashley suggests (which we do for the normal map effects now.) I know there's also the possibility of discarding the fragment for the right half, but I have seen mixed comments on how performant that is. It also is less dynamic, in terms of your need to pre-bake the other texture in and you would need to do that for each frame of animation.

    The other hack I used, was putting a second texture depth data into the alpha channel, but that only works if the actual sprite does not need alpha, and also I have a sneaking suspicion it has some other side effects, even if the shader zeros out the alpha on the output color. It's also a pain to get a 'clean' insertion of data only into the alpha channel with Gimp, Photoshop, etc. without affecting the RGB components.

    I've also made the request to add more texture sources for effects/sprites, but so far no response.

    This is the effect that used the 2x sprite hack:

    construct.net/en/forum/construct-3/plugin-sdk-10/parallax-map-released-effect-141155

  • I'll add on here for another request for an official Mac version.

    Main reasons for me:

    - Version control with project folders

    - External sprite editor (ASESprite)

    Ashley - if the nw.js plugin works during preview on desktop, could we get other plugins like Greenworks which also requires nodnw.js to also work on desktop preview? Right now it does not seem to work, because the require('/greenworks') points to the cwd of the construct3.exe. Is there another path that would work, or another way that Greenworks could work during preview on desktop Construct?

  • Update release 0.0.2.4:

    No change to ACEs. In plugin JS code, add additional path for greenworks libraries, so remote preview is possible with Mac build using https://electronforconstruct.armaldio.xyz/

  • great comments, agree with them all. This was an early tech demo to see what the game might feel like. I like your idea of daylight for early levels and then change to night for more difficulty. I'm saving off these comments, in case I come back to that project. C&C is an inspiration, you got that right (it's also the models that I found to buy quickly for the demo.)

    The lighting is done with normal maps (the normal maps were quickly created in normal map painting tool.)

  • Update: release 0.0.2.2

    No change to ACEs. Changed electron path to greenwork.js and greenworks / steam binaries to match new (1.3.1) Electron For Construct greenworks plugin created paths (Electron For Construct app build is automating the process of adding in the correct greenworks, steam libraries and app id.)

  • Thanks, good podcast, I hope he keeps it going.

    Nice effect, that is fun to play with, finding different gradients and trying them out.

    From:

  • Nicely done! Looks good and fast.

  • Experimenting with Salman_Shh's awesome gamekit. Nice to play with!

    patreon.com/posts/24995977

    Added some lighting, lite melee AI. Very organized project to work with, this is going to be fun.

  • Update: release 0.0.2.0.

    • Added ResetAllStats (reset_achievement) API ACEs (not documented yet on the Greenworks docs, but I can see it in the source and it seems to work.)

    Thanks for the comments also, appreciated.

  • Welcome to the C3 community, looking forward to future plugins/effects, that's funny you already saw that plugin, don't shame me too much about the inefficient/branching shader code in there :) How about a link to your brother's podcast, I would be interested in checking that out.

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  • One idea to try is to paste it into a Drawing Canvas and save off a snapshot and then load that via URL from the resulting blob. This may be rather slow though (saving and loading from Drawing Canvas is async and takes time.)

  • Heh, not complete at all, it was just demo testing out the concept, I may come back to it later. Ah, it's the ZQSD/AZERTY french keyboard, cool, I learned something new today :)

Mikal's avatar

Mikal

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Member since 22 Apr, 2016

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