You could name shader what ever it is, every software can have it's own alpha clamp, which also processes the effect differently. If this is not true. Then where is the universal blueprint design which descripts what each effect should do or how it should look?
If something is 9 years old, should'nt it kept its name.
C3 designs the effects based by other engines, or some art software(photoshop?).
I love to read this blog series where you basically confirm that features and plugins are lacking and are too basic to attract or offer users (game players) decent smooth playable logic, something else then very basic. Which they might expect.
There have been countless discussions on forum on this kind of subject: where to draw lines on each plugin features? And outcome has always been essentially it's pointless to add very specific features and engine is made to offer "general" features. And in this blog series you start showing off how rudimentary some of the features are.
This development step which involes pathfinding in this case, is very basic and every user who ever have used it in C3, have gone though same steps as you are going though and without ability to change anything.
Overall there is hope new lines are drawn and more features are includes in C3. And overall other plugins which are not used in this "RTS Tank game" are also reviewer and new lines are drawn.
"Particles: 'fast forward' action" - Very nice feature, but feels so it should been there from long time.
Something cooler would be array instead of "initXRandom
initYRandom" - so user can feed in array and spawn particles in differetnt shapes. Currently it's just dot, cone or random. So when tank is destroyed it's not the basic circle.
FWIW - Multi-threading is all nice and fancy, but as far as i know, multiplayer games peformance usually clog down by single core performance. Which haven't improved much in years.
Not sure how it works with C3 - but everything should work in other cores and not the main one. What i mean, work should not be shared between main+extras "ideal case", but extras only and send back results to main.
If you keep everything very fancy and utilice (16 cores everytime for everything) and keep building onto it, but in the end - single core takes huge hit and clogs the game down. The game has to scale down a lot, even though there is much perf left to use.
It's very easy to lower gpu bound, by using lower res/worse graphics, but if CPU single core is clogged down by casual use. It's over.
Tried out new tiledBG. Overall it is nice, but to make it random, it also needs the tile empty randomizer. I seen alot of tileBG shaders, they all include option like this to make it cool. The rotate,x,y are the basic thing and the tileEmpty randomizer is almost always there. It is usually the basic thing for snow, rain etc, but currently empty tile option is missing. So one could rotate tile and shift image, to simulate snow - because christmas coming, would make nice addon for it.
Well it does not even start on Mozilla + you can't open project with it. Is it Chrome only project?
Chrome crashes a lot of new gpus, second most popular browser should at least be supported in such project!
Does game only have simple military unit battles or also monsters like Orcs and maybe evil boss Lukin and Goons, who meddle with resources and try to weaken player?
If webGPU is enabled and experimental features option is selected. No option for webgpu appears. In one release it's said, it should work, but dosent.
What made you guys to change your mind, in such odd manner? Before there has been multiple statements that scirra is not there to teach users JS and especially base JS.
While I can see this opens up huge market and new opportunities with schools and other people. And could level up scirra with army of gamemaking toolsets: editor, runtime, events, JS, animating with meshes, art and more
If something similar is on verge to be made, i hope C3 does not suffer and left aside.
Nice. When or will there be C3 equivalent to Metaverse as C3verse?
Drawing Canvas: could sometimes trigger 'On resolution changed'
Is it solid fix for bug or workaround and i have to keep my own workaround active just in case?
"scroll layers independently"
Is this feature from webgpu and future effect compositor? Based on what such things are added?
I hope it won't put more pressure on others. As user, it's sad if team gets smaller. I hope the spirit to develop and expand C3 is strong.
You guys working on something else too, past C3? And is Ian Shorter still with C3 or Cov crisis have affected scirra company too ?
Current advanced control is more like "Sprite basic particle behavior", which adds preview(most important), angle, cone, rate and few other settings to sprite/s, while leaving out the advanced particle spawning as whole!
Just my thoughts on that specific control and I was not asking for new features, just some exposed controls. Which are already somewhat there if one is to use just sprites and scripting. Leaving few settings angle, cone, rate and few others to expose via scripting.
Member since 8 Jul, 2016