purplemonkey's Recent Forum Activity

  • Ethan I'm in the same boat as you. I found this plugin to have great potential and pretty much assumed that it was going to be supported for a while so I bought it in good faith. It's not the end of the world but I'm pretty bummed that it's not getting the support that I had hoped for.

    That being said, we could try tweeting Quazi or his brother for some information regarding future support and what not.

  • purplemonkey I think you didn´t understand. Your suggestion wasn´t bad at all, but at the beginning of my original post I said that I´ve accomplished this effect many times, but it was unreliable and tedious , having to tweak every affected object individually. It took a really, really long time, it was unstable, it wasn´t automated, it was buggy and it required waaaaay more code than a simple system that can´t be too hard to make and could be applied to any project, ever.

    This system can now actually be made because of families, and other new things that were added. I´ve tried doing it myself, but like I said in my original post, I´ve ran into many problems with families.

    In the first post I´ve listed the things that were accomplished by the previous "systems", so if anyone knows how to implement them or at least give me any clue of where to build a base from I would greatly appreciate it.

    Thanks purplemonkey, though

    All right, yeah I guess I've been a bit tired lately so my reading comprehension seems to be falling behind. That being said, now I'm interested as well and await an expert to come and save the day and enlighten us both!

  • purplemonkey Not at all, pin would fix the shadow's position. If you look at the gifs I provided you would notice why it is nothing like that. And as I said, I am not talking about shaders or behaviours, just a little system to manage a sprite's altitude. I think I once saw a similar concept made by R0J0hound , but I couldn't find it anywhere in the forum

    I see. Well dang, I think I actually have a CAPX of something similar that I found on this forum a while ago. I'm going to see if I can find it!

    Edit: Looking at the GIF you provided, you could fake it though. Just use animations and all will be well. When the rabbit jumps (using an animation) match that with an animation for the shadow and it'll all look pretty much like that GIF. I've updated the old CAPX for reference.

  • I'm not sure if it's what you're looking for, but a pin behaviour seems to do the trick?

    Here's a quick CAPX for reference.

  • Is anyone else having trouble with exporting? Some of my Q3D projects work on export and some just don't..

  • purplemonkey Nope. It's impossible to do without a custom or event-based behavior. I had one person who was interested in doing this but it was never finished.

    Dang it, thanks for trying though! Ah well, I guess I have to implement some dank code instead..

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  • Can ignore solids on specified object types, if possible.

    Hi Tokinsom, did you ever solve this issue in particular?

  • purplemonkey This is looking really wonderful!

    I peeped your dev log over at TIG and had a question: You mention not reusing art assets. Have you done any test exports with nw.js to see how it runs? Not doubting, just curious!

    Thank you!

    I answered a similar question on the Scirra forum back in April so I'll go ahead and quote my old self on this one. It's still working well like it did back in April, and we have tons of new assets, including a bunch of animations.

    Layouts are about 10k and we're using multiple effects covering the whole screen at all times. In regards to animations, right now we've got 2 characters always on screen with about 35 animations each (and growing). Current estimated image memory is about 200-350mb per layout.

    I have been trying to regularly optimize or at least not go overboard with different things but at the moment, this is all running in 1080p, 60fps on dedicated graphics and 40-50fps on my brothers Surface Pro 2, which has got an Intel HD4400 graphics card. I don't want to jinx anything but I'd say so far it seems possible.

    If you'd like to see more about the game itself you can find info, screens and videos at http://yondergame.com/.

    The videos do not show a whole 10k layout, since it's displayed in 1080p it's about 5-6 screen widths per layout.

    We are most definitely not just throwing in 10k width images in the layouts. What we do is draw the whole layout using separate software and then output it split into smaller images. But we try to be aware as much as possible of where and what we can optimize. For example, the foreground in our game is mostly blurred and so the foreground images were saved in 50% size and then doubled in size ones placed in C2. So it is best to always be aware of the parts that really need to be sharp and the ones that aren't as important.

  • > QuaziGNRLnose

    > Hi ya! Have you been able to work on the Q3D-plugin lately? And if so, what are you working on?

    > I would love a few new examples or better yet, implementation of things like working shaders, AO, DOF and so on.

    >

    hey wanted to ask you is there a way you can tell me the song name that u used in the example you shared around page 130 in this topic, i cant seem to find it on your example page in the developer console, seems u used an external link for it to load

    Hi ya! I had to do a little digging because I couldn't remember the site I found it on. Alas, it's a site called MUSOPEN and it's got a bunch of public domain and copyright free classical music. The piece in particular is Waltz in A minor, B. 150 (Frédéric Chopin, Performed by Aya Higuchi).

  • QuaziGNRLnose

    Hi ya! Have you been able to work on the Q3D-plugin lately? And if so, what are you working on?

    I would love a few new examples or better yet, implementation of things like working shaders, AO, DOF and so on.

  • It's great to have news about Yonder. Looking forward to it

    Hey thanks! Yeah, I've been super bad at showing stuff, I made a devlog update about it on tigsource. Basically, we've been working hard and are planning on making a sassy trailer soon!

  • purplemonkey Yonder looks stunning! Really like your use of colour too.

    Thanks Ethan!

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