eli0s's Recent Forum Activity

  • Aphrodite , excellent example! Thank you!

  • Hello korbaach , your examples are great!

    Do you know of a way to do the opposite? I mean to use the opaque parts of a sprite in order to display the Sprites below. But with out the need of a huge sprite that is mostly empty.

    The "destination in" does that but only on the parts that the Sprite physically cover. Everything outside the boundaries of the masking sprite is visible. And if put on a layer with "forced own texture" it masks out all the layers below, not just the one that exists directly below.

    I have a lens flare example here and I faced this problem. I wanted a sprite to display a small portion of a layer at any time and I had to use a humongous sprite just to show a small area below. I am talking about the "HotSpot" sprite on the "DirtyLens" layer.

    Any ideas? Thanks in advance for any tips!

  • I don't know about the bullet, but with physics you can remove the bounciness from the object properties and add an impulse to create the bounce. You'll have to experiment with the power to find this 75cm height though. Physics calculate the mass based on the density setting and the actual size of the Sprite. So, if you change the size of the Sprite, you'll get different bounce from the same impulse value.

    See the attached example.

  • clockworkmonster , MalizaGames , thank you very much!

  • Aphrodite , thank you, I underestand what you mean.

    Tylermon , you are right, I should probably go for the real thing. I don't have the money at the moment and when I do, I'd rather buy something that will last a few years as a benchmarking device. Unfortunately, I live in Greece and everything is way more overpriced here.

    You are right, adding the touch object does register x,y coordinates when clicking the mouse. That's good to know, thank you.

    Thank you both for your time!

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  • jayderyu , please note that I'm basing my concerns on my personal experience with this kind of approach.

    On my project memories the third level is full of textures with the bump shader on top of the regular "diffuse" Sprites. You can hit esc and choose the "time" level if you wish too see what I mean.

    In this level I have many parallaxed layers that all need to have a layer above them, holding the bump shader. I had to make a system that created all the normal map textures at run time and scattered them in the correct position and corresponding layer for each diffuse Sprite. It was a difficult task to do and it automatically doubled the number of sprite objects/instances. It also has a hit in performance.

    I like the idea of a Sprite object that has multiple map capabilities, or something like a behavior that holds the necessary maps. I bet it won't happen any time soon however, perhaps If C2 had a "real" lighting system it would wad been easier to implement.

  • Aphrodite , thank you for your response.

    Taking what you just wrote into account, my first concern is if I will be able to simulate the multi-touch capabilities of a mobile device within my default windows7/browser environment, by using those types of hardware that I mention in my OP. This is because I don't have at my disposal any mobile device at the moment and I wish to try the multi-touch features in C2.

  • mahdi71 ,

    1) You create a Sprite object

    2) After you click on the layout editor, the Image editor will open up

    3) Right click on the Animation frames window and choose: Import frames/From sprite strip

    4) C2 is clever enough to detect that your png has a single row of 48 images (Number of horizontal cells = 48, Number of vertical cells = 1). Press ok.

    5) Setup the speed for your explosion (the default fps is 5 which is too slow in your case) 24 or so works nice.

    You are done.

    You can always overlay bright images with black backgrounds using either the Additive blend mode (in the effects properties of the Sprite object), or add one of the additive blend webGL effects (like Screen, Dodge, Lighten, Soft light...).

    There is also the Chroma 2 webGl effect (search the forum) which works like keylight (in After Effects) or similar software that do color removal for Green/Blue Screens.

  • Tylermon , thank you for your advice!

    You should be able to. It would make sense at least. Mouse clicks also work as touch.

    Are you sure about that? I think the opposite is true, meaning that the touch object by default registers one finger touches as left mouse clicks. I don't have any experience with tablets or smartphones and just yesterday I was trying to show to a friend of mine a test I'd made and I realized that the mouse input I had implemented didn't work at all in his smartphone.

    The touch monitor is a good idea, however I have 3 monitors and they are causing enough trouble already with the jerkiness, like we've discussed on the other topic

    I am looking for cheap and easy solution to do more of "universal" interface tests, until I have the resources to buy a descent tablet and/or a smartphone...

  • So, if I buy one of those keyboards that have multi-touch touchpads (like Microsoft's All-in-One Media keyboard), or a standalone touchpad (like the Logitech T650), would I be able to test the Touch object's functionality within windows?

    I am using win7 by the way.

    Thanks in advance for any input!

  • rexrainbow , you don't have to apologize, you are doing us a favor here

    I'm not sure what results I should get from this behavior, I saw your Laser effect example but I'm still uncertain.

    I find that there is little difference when "Pixels per step" is 10 or 100 and no difference at all when the values are 100 or 1000000. Only on very small values I can notice a clear difference: 1 will produce a smooth line (excellent for trails by he way!) while 5 will give a dotted line. On higher values, only on very fast movements there are big gaps between the dots and the distance seems to be loosely linked with the speed of the movement. The actual value of the "Pixels per step" parameter however doesn't seem to be reflected on those gaps. Meaning that a 100000 value doesn't produce a 100000 pixel gap or something similar to that.

    Furthermore, other than linear "Steeping mode" no other setting works and with in the conditions, the "On horizontal step" and "On vertical step" doesn't work either.

    I've attached a screen capture that shows some of the above. Does these results look as expected?

  • rexrainbow , what justifun said. Perhaps it's something related with c2 version? I'm using 186.2 beta right now.

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eli0s

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