gamepopper's Recent Forum Activity

  • eli0s I noticed a problem with the additive method. It makes the canvas area fade to whatever the colour of the eraser is. That's not good if I'm using a background of any kind.

  • eli0s I'll try that when I get back home.

  • Maybe it just takes a while for the trail to fade completely.

  • Ragevortex That would be awesome! However the line itself is a tiled background, same with the "Eraser" object that gets the trail effect to work, so unless I apply a shader effect to both it'll be difficult.

    eli0s I think the remaining trail issue has to do with the opacity of the eraser value. I've gotten better results setting it to 10 instead of 1.

  • How does this look:

  • Yeah, the example uses a sine wave at 2 second periods, just to show that it works.

    eli0s I can see your point. I think it might work better if there was a trail effect or have more than one line displaying at a time. Just need to experiment with it.

  • That radar line idea sounded quite cool, so I thought I'd implement it and performance is incredible. The vision cone implementation I explained earlier used around 5% of the CPU on my desktop, which isn't much except that the radar method only uses less than 1%!

    See for yourself!

    Athough I'm thinking of if there is any way to improve the visibility of it, I was thinking of making it trail but that would add to drawing. :/

  • For me, it'll depend on my use of time. Saturday especially since I usually travel somewhere, and usually long distances.

  • So I have a game that uses turrets, and I want to use the line of sight object to detect players, and show the line of sight cone for the player to see. However I also want it to occlude to the walls like below:

    This one was done by blending a light cone graphic with a canvas with rendered "shadows", which is very effective but very costly, especially if you are using multiple turrets.

    Any ideas for a more simpler method? Probably one that actually uses the line of sight behaviour?

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  • Optimisation: don't waste your time

    If you saw the project files I'm using, optimization is pretty hard to ignore.

  • This shader is awesome! I've been looking for something like this for months. Is it okay for us to use it in our projects, with credit where it's due?

  • As an example situation:

      Sometimes I use actions on objects that are pinned to other objects, and I've found two working methods:
    • Use a for loop and perform the action on the condition that the pinnedUID property is equal to the pinned object's UID
    • Use the Pick By Comparison to see if pinnedUID property is equal to the pinned object's UID

    I've found the Pick events to be useful for a lot of situations like them, but I'm curious to know if these have much, if not any negative effect on performance.

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gamepopper

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