Aurel's Recent Forum Activity

  • I'm more than ready to give the $100 greelight fees to someone making the plug-in.

    I already have 2 games of mine on Steam, but we made it with a publisher, and most important as a team. Now will be the first time I'm making a steam targeted game alone, and I will have to pay a "real" coder to implement steamworks anyway on the top of my game.

    So, it worth the money to have a plug-in for everyone and not only for me.

    I like the idea to see C2 as a real engine, and not only for hobbyists. GameMaker has Steam support, and C2 is at least as great to develep with, I don't see why someone would not like to get this feature :)

  • Could this be added as a plug-in to C2 ? Or even better, directly in C2 export module?

    Ashley Something like official Steam export could be a very popular feature to add, don't you think?

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  • Absolutely gorgeous!

    (Plus, I love Akuji.)

    Thanks for sharing, will use for sure!

  • Just to keep everyone posted, it's still alive, and maybe for next week :)

    forum.greenheartgames.com/t/node-webkit-steamworks-progress/8593/4

  • Sweet! Will try it today! :)

    Thanks for sharing!

  • R0J0hound

    I just saw your bug report with a capx included. You were fast on this one!

    Thanks to you, hopefully it can be fixed!

  • gillenew

    Lovely! Like the color palette and the characters style!

  • Sounds like I'm not totally crazy :)

    For the capx submition, I would be happy to do it, but my game is pretty heavy, and sources are full of this weird language called french.

    It'll be quite some work.

    I'm ok to translate everything in plain English, and try to reduce the game to a minimum, but if Ashley already said he doesn't consider this as a bug but more as a bad condition usage, maybe it's useless?

    I'm ok with that being not a real bug, but it really could get a text warning saying to not spawn particles with it :)

  • Now I understand!

    Pretty clear it was not a good idea, then.

    Will do your way, thank you both for the explanation :)

    ( As the destroy event is more "safe" in other game making tools, maybe it could deserve a small warning im the C2 Gui or at least in the documentation, for newcomers )

  • Hi everyone!

    So, I'm chasing a bug for 2 days, and now I just found the guilty event.

    So I'm not asking for help, just to understand :)

    After a few layout restarts, objects were disappearing randomly. No crash, just like a "limit" or a leak happened, and bam, random objects were messed up.

    In the (so great!)debbuger:

    * 3 or 4 layout restart: 750 objects.

    * after that: 500, 200, THEN, negative values in the debugger, like -1000 objects, then -12000 etc...

    So, here is why my game went crazy.

    Now I know I made a mistake here, but I don't understand what was wrong with this.

    <img src="http://tof.canardpc.com/view/5d502514-22b9-4642-843a-f94fcd3a22a0.jpg" border="0" />

    If my block is destroyed, then it generates 2 particles.

    Why so much side effects? Is it dangerous to use the "on destroyed" condition?

    Thanks for yout time.

  • Hey, actually Shadow casting + radial blur could be close enough!

    I just need to find a way to apply it only on foreground sprites, with a mask or something.

    I'll try this, thanks for the idea! :)

    Bonus: as the source code for this shader is available, is porting a non C2 shader to a C2 web gl shader difficult ? Could a beginner like me give it a try or do you need to know how to code for real?

  • Thanks a lot for your answer, but that would be pretty hardcore! ^^!

    It would be faster to "bake" it into the character animation, and trigger the god rays when the sun colide with it. Maybe I'll do this, as the textures should be unloaded when skipping to the next layout, it should do the trick. But it's going to be super heavy on GPU... =__=

    I'm using a lot of C2 Web GL shaders, and most of them are really good. I tried to mix webGL shaders / blendings modes, but I can't get something like this.

    Again, I don't absolutely need it, but when I look at the plug in section of this forum, I would be surprised if nobody here already tried to mimic an effect like this one ;)

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Aurel

Member since 4 Oct, 2013

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