eli0s's Recent Forum Activity

  • The links are working just fine

    Yes, please do change the black BG ! I really liked what I saw in the video presentation. At first I was skeptical for the color coding of the keys, but seeing how you implement the I & V chord groups and their relation with the corresponding notes, I really believe that this method is instructive without complicating things.

    I really enjoyed your site overall, and that trumpet design kicks a**

    I wish you best of luck and if you get stuck anywhere don't hesitate to post (just use the eli0s to let me know) and if it is with in my abilities I'll try to help

    CU around

  • AnD4D , how about putting the light on a separate layer, set the radius height to 0 and add horizontal & vertical blur on the layer..? It will soften the shadows. It's a workaround of course but it's a start. Oh, and think of the shadow bleed around the blocks as a free AO

  • AnD4D Duh, I never even thought to look there.

    I can confirm that this is a matter of inaccuracy. See the following test capx. I replaced the Tilled Background walls with single sprites and there are gaps between them.

    [attachment=0:3qs421en][/attachment:3qs421en]

    zenox98 You are right. There aren't any color options in expressions. Perhaps they are not implemented yet..?

    AnD4D Why don't you elaborate on how do you wish the plugin to be improved? Perhaps there is some workaround or Ashley could enhance it in future releases.

  • Perhaps is not that precise. 15 px radius is 30 pix diameter. Maybe a few more pixels are needed for the shadow softness.

    On the other hand, I am buffed from the 3rd example, the one with the colored shadows! For the love of God, I can't find the color parameter anywhere!!! Anybody have a hint on this?

  • zenox98 2deep my friend

    BluePhaze , yes aparently he falls thru the edge of the world. You see, Copernicus and Galileo doesn't exist yet in this rectangular world.

    AnD4D I think that what you describe is an artifact caused from the light being too close on the wall. When we use the soft shadows thingy we shouldn't approach that much the objects that hold the ShadowCaster behavior. But maybe I got this wrong.

  • zenox98 no, no, it is a complete game! It's the complete experience of an Orange Rectangle that thinks of his world as a finite, rectangular window, from which someone is peeping, lurking and even controlling his fate, reaching from a higher dimension! Think about it!!!

  • vancouver sorry, I didn't notice your newest post.

    Why don't you type the link with some digits altered...? e.g http://yyy.whatever.com

    That way we can check upon your progress and input our feedback... <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    EDIT- I see that the link is automatically generated from the http://... part (?)

    Test: yyy.whatever.com

    ok that seems to work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Thank you thank you thank you!!!

    Just a silly test, made on the fly within C2 in under 30 minutes!

    http://www.eli0s.com/Tests/Dynamic_Lighting/

    Did I mention that I thank you?

    -EDIT-

    Here is an example from the 4rth page that delivers a similar (perhaps better) result https://www.scirra.com/forum/download/file.php?id=2367

  • Yes the Ashley is the way to lure him out his magnificent layout, from which he is plotting the next C2 release for the sole purpose to sweep us of our feet!!!

    Sorry, I am just too exited from the new lighting system!!!

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  • Ruskul I know and understand next to nothing about code, but I think that C2 can be expanded thru the SDK and perhaps Ashley can provide you with the necessary information about those features. Why don't you contact him directly and ask for help..?

  • Ubivis I learn something new everyday in the forums

    Farsight Yes, it's very tricky not to forget something. The way C2 makes masking is counter-intuitive. I've mentioned many times before, we need a new, simplified but dedicated masking system, something that can be applied to many layers and/or sprites at once, and be independent from the layers order.

  • I took the liberty and added upon Ubivis example.

    What you need is the Source atop mode. Using the Overlay WebGL instead of the Multiply effect, renders better results with the particular rust texture imo.

    Unfortunately, Firefox doesn't seem to like webGL effects on a Sprite with the Source atop blending mode. In Chrome it works just fine though.

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eli0s

Member since 24 Apr, 2013

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