Colludium's Recent Forum Activity

  • SIMPLE Games - thank you for the bug report!!

    Update now Beta v1.0.0.2, bugfix: render error when not using tint effect.

    That video is interesting - it looks like the full desktop version of Liquidfun, judging by the performance. The programmer has used a few things that are not currently available in LFJS, if my guess is right.

    1. Assign a color change to an individual particle. This should be possible in LFJS - I will check the source code and write the cpp headers to make it possible.

    2. It is possible that the example uses particle-to-particle collision and collision energy to allow a decision to be made as to whether to change the color of the particles to white. This option will not be available in LFJS because of the massive overhead called during each world step.

    3. Alternatively the programmer has stored the velocities of each particle and made them color white when there is a large velocity change (ie due to an impact).

    4. I don't think the example uses color mixing because the water doesn't get whiter and whiter with time - it always blends back to blue. Which means that the programmer has applied a general blend-back-to-blue color change to the whole particle system/group. That could be very expensive in LFJS because of the calls from JavaScript to webassembly.

    I will see what changes I can make to allow individual particle color-assignment and, maybe, group or system color assignment.

  • WackyToaster - Of course, you could do all of this with events and/or with JavaScript scripting (which is all any plugin is, after all!).

    Like other plugins, this one is a plugin of convenience - there is minimal set-up time and just one point of entry for controlling the particle system. It is also easily transportable between projects compared to one's typical project events for an equivalent control system.

    Also, I enjoy the logic battle of making plugins!

  • Particles2 is a world plugin that uses controlled sprites as particles, so they can be animated, rotated, colored etc. Most of the settings are available in the editor properties (no need for event setup). The example above used an extra 4 color fades that were input in the on start of layout event.

    Many of the inputs containing multiple values that are separated by commas. How does this work? Well, most are a means of entering min and max values to determine an on-spawn random number. For example, the Timer entry has "a, b, c, d" where a and b are the min and max delay times for the random delay that happens before any fading starts, then c and d are the min and max values of the random fade out time.

    The plugin supports sprites with "Tint" effect, which gives better performance (but no Tint is also supported).

    Bounce off solid is also supported, as is a 30 fps option. All of the random numbers can be spread linear or pseudo-Gaussian between the min and max values.

    This is still a work-in-progress and some options might yet change, but I've been wondering if there are any suggestions for features that I should add. Thanks.

  • Here you go - a plugin to get/set a sprite's collision polygon: link

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  • Get, edit and change a sprite's collision polygon. This one's a freebie - enjoy :)

    Link to itch.io

    Physics use is not supported. I don't recommend you use this with Physics, but if you feel you must... after you've loaded the new collision polygon, you'll have to change the sprite size for one tick (to trick Physics to recreate the body and detect the new shape). One pixel should do it.

  • The LFJS plugin allows you to edit the collision polygon for the box2d physics engine (so you can create shapes on the fly).

    I made a plugin for c2 that did this (a long time ago); I'll convert it to c3 soon.

  • Update to v1.0.0.1

    Added support for particle sprite Tint effect control.

    You can now add the color Tint effect to the particle sprite and the plugin will then opt to use that to control the particle color. This is much faster than the previous color method, but it does have one limitation: if your particles are semi-transparent (ie alpha < 100%) then Tint might be slower. The plugin auto-detects the presence of Tint and you can override its use by a new Action. The Particles - color and shape from image demo contains an example of this action in use.

    Still in beta, but fingers crossed for a stable release soon...!

  • When a world object is created in a layout, I'd like to be able to make adjustments to the drawn image depending on some of its property values. If the object is copy-pasted then these may not be set to the defaults, so how can I obtain an object's properties in the OnCreate() function? Thanks.

  • Thanks for confirming this Mikal

    Bug report logged here.

  • Ashley - yes, of course, there's nothing in the console. Neither of the following do anything when called inside OnPropertyChanged():

    this.SetPropertyValue(id, 2);
    
    this._inst.SetPropertyValue(id, 2);
    

    If I add an undeclared variable inside the OnPropertyChanged(){} then that doesn't highlight an error in the console either - it's as if OnPropertyChanged is not being called. This is a behavior rather than a plugin - could that make a difference (no reason to think so, I expect)? The undeclared variable with no console error makes me suspect that this might be an editor bug, but I could be missing something hugely obvious...

  • Ashley - maybe I am misunderstanding this. If I enter the following:

    OnPropertyChanged(id, value)
    {
    	this.SetPropertyValue(id, 2);
    }

    Then nothing changes in the editor. In this example I was expecting the value to be clamped to "2". What am I missing? Thanks.

  • Great, thanks Ashley .

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Colludium

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