Colludium's Recent Forum Activity

  • Q: how much decrease FPS this plugin? (performance is very important)

    Q2: its possible to make very bright flashlight and very dark shadow ?

    Q1. This plugin gives better performance, shadow for shadow, than the standard Shadowcast plugin system, in my opinion. This is because the shadows are per object (and more often than not, don't cover the whole screen area). Also, you don't need a 'render own texture' layer for each light object. The performance is not as good as for a standard sprite object, unless there are no shadows (in which case it is nearly identical). If you have many/numerous shadow objects inside one big object then that can cause an overhead - each shadow vertex and each shadow penumbra adds up, so you can't just throw in dozens of flashlights / shadow objects and expect it to work at 60 fps on a mobile. Not with html5 etc. Once I've got things better set up then I'll run some performance comparisons on my system (intel hd4000).

    Q2. Yes, but you are limited by the blend modes and effects available in c2. You can put your Flashlights on a layer with 'render own texture' set to yes, transparent set to 'no' and a background color black. Set opacity to whatever you want and then set the Flashlight blend to 'destination out'. This will draw a hole in the black background of that layer. As this quick example:

  • There are 2 bugs I'm working on:

    Doesn't paste onto Paster (I expect a fix soon).

    Doesn't render alpha when on a layer with render own texture (needs investigating, not replicated yet).

  • There's a fun little demo now available, to show you what sort of thing the plugin can do. Please check it out here.

  • if you still implementing code in your addon, maybe add condition: 'is in shadow' this could help create sneak games

    Already has it - "Is blanked out" is the condition that returns true if an object is in a shadow that was created by one or more other objects. I might rephrase it for the next update so it's easier to understand.

  • repkino - those are both really good suggestions. Let me have a think about how I could implement them and I'll get back to you.

  • looks interesting, maybe upload demo game ?

    Thanks! I'm working on a demo right now... It should be ready in a day or two.

  • Flashlight — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/flashlight-4380

    <h3>Introduction</h3><div class="deshr"></div><p>Flashlight is like a source of light that casts shadows from other objects. It displays images and animations and detects overlapping objects. It then clips the rendered image to make it look like it has shadows. </p><h3>Actions</h3><div class="deshr"></div>

    • Draw full then disable. This draws the full image then disables the plugin.
    • Enable redraw. Set whether the plugin will detect and then redraw its shadow shapes.
    • Light height. Set the pixel height for the light.
    • Light radius. Set the radius of the light source, in pixels.
    • Ignore inst ? add / clear list / remove. The instance ignore list allows you to manage whether or not particular instances of an object are allowed to interact with the Flashlight object.
    • Ignore types ? add / clear list / remove. The types ignore list allows you to manage whether or not an object type (all instances of an object type) will interact with the Flashlight object.
    • Shadow casting types. This allows you to choose whether the plugin uses Solids, Flashlight Shadow behavior or Other object types.
    • Shadow list ? add / clear / remove. Manage which object types can interact with the Flashlight object, whether or not they have Solid behavior or the Flashlight Shadow behavior.

    <h3>Conditions</h3><div class="deshr"></div>

    • Enabled. Returns true if the plugin is enabled to detect objects and draw shadows.
    • Is blanked out. If the object height is zero then the Flashlight plugin hides the light image if it overlaps a shadow-object?s collision polygon.

    <h3>Expressions</h3><div class="deshr"></div>

    • LightHeight. The pixel height of the Flashlight?s height.
    • LightRadius. The radius of the Flashlight object?s light.

    <h3>Limitations</h3><div class="deshr"></div>

    • Edge size. The minimum edge length must be bigger than the Flashlight?s diameter.
    • Minimum vertex angle. The minimum corner angle that is supported is 90 degrees. This is a limit of the plugin because of how the shadow casting edges are determined and how their shadows are drawn.
    • Object shape. Only convex shapes are supported.

    Use this topic to leave comments, ask questions and talk about Flashlight

  • Animations:

  • This simple top-down-shooter demo will be included with the plugin:

  • Colludium My Auto-Tiling extension works with the new runtime. I think the documentation here is enough for that

    Cool - I'll check it out.

    I don't use c3 at the moment (I don't like the browser interface at all) and I'm not intending to renew my c3 license next year unless the environment changes drastically. Just my taste - I strongly prefer c2's editor. This means, however, that I won't be supporting c3 for any of my plugins as things stand - because then I'd have to pay for a c3 license just to create plugins - it's far too expensive for that.

  • Colludium No, the extension works currently only for construct 2 runtime. Need a littlebit more work, for the new construct 3 runtime..

    I am guessing that nothing will happen here, unfortunately, until the SDK documentation is published...

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  • Ok, could we create a bug / notice about this?

    I'm not sure why I would want a limitation/bug in a standard plugin fixed if it's providing my plugin with a selling point...

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Colludium

Member since 26 Aug, 2013

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