Colonel Justice's Forum Posts

  • Yeah, I was just getting the hang of offsetting tiled BGs for the raycast engine which basically allows float texture scrolling (instead of slicing the texture to 1px frame and storing it in sprites), later realizing I might have a problem with the z sorting.

    Another workaround would be making the billboard sprites also tiled BGs. But then we'd have a tedious workflow when it animating them.

    Guess it'll be sprites only then.

  • Let's say I have two object types, Sprite & Tiled Background, which I want to z-sort using the system's order by z action. Since we can't have two different object types in the same family, how would I do that?

    I already tried putting a helper sprite & tiled BG in a container and do it like order by Z family-wise, then set tiled BG behind helper sprite, but this is a real performance killer.

    Any suggestions would be highly appreciated.

    Cheers!

  • Just wanted to point out and advertise, Eren Ertugrul has ported the trace & other essential plugins.

    You can support his work on Patreon: https://www.patreon.com/oyun/overview

    Cheers!

  • Good job!

    Although the perspective needs work.

    It has some atan style artifact (probably after fisheye correction?).

    Cheers!

  • I'm working on a nwjs version with batch convert & export.

    Would be nice to invoke OBJ conversion via http Post remotely and pull the XML string via Ajax for an integrated solution

  • The shuriken mechanic looks ace! And so does the Palette 😉 Keep it up!

  • Hi everybody,

    I was looking for a workflow to convert 3D models to sliced image files in order to utilize C3's Z elevation to gain that sort of voxel / fake 3d look. It can be tedious to manufacture the slices by hand, moreover if you have a source 3d model.

    Lo and behold, at http://drububu.com/miscellaneous/voxelizer/ one can upload an .OBJ file, provide a texture & voila, voxel cloud.

    I downloaded the XML file and parsed it with C3. The result so far:

    You can try the c3p here: https://drive.google.com/open?id=1imXi1toPbPT0-vhdc7beSy1WXr3stl9J

    Drag & drop the green origin point to see the result.

    Next step: Parse through each layer (y-axis in the file) and write a png to reduce the complexity of the voxel model. The example file has 735 points, this method would reduce it to 49 (= height layers).

    The method using DrawingCanvas is somewhat sub-par, because it seems like there has to be some latency when pasting objects.

    One could then later on use the result e.g. with the sliced objects behavior https://www.construct.net/en/make-games/addons/168/sliced-objects

    Cheers!

  • Hi,

    a downloadable capx will follow once I have the base version (stripped of some 3rd party plugins). Will still need plugins like Chipmunk etc. I can only work in some spare time on it right now, so let's see.

    Probably yes it's a good idea to have some video footage. Have to put together some 30 / 1 min gameplay. I'll see what I can do.

    Cheers & thanks for the continued interest in this project!

  • Wrote a custom TMX parser to read Tiled xml map information.

    Also, I'm in the process to create templates for all the map assets. This will basically allow custom mapping with Tiled. I'll then also provide a mapping guide.

    The basic format is the usage of polyline and box primitives for walls & zones, points for pickups (green), enemies (red), decorations (blue) and player start.

    The main roadmap goals are now to release a stripped down version to showcase / distribute the framework & continue development of a full game.

    Cheers!

  • Like in https://construct3.ideas.aha.io/ideas/C3-I-193

    I try now to do DDA which is super slow with events and have had it :D

    I'm considering pitching €s for anybody capable & with some spare time on their hands to get the community a feasible, fast & reliable way to perform raycasts.

    For starters, it should have the same functionality as jw_trace but in the C3 environment.

    Next up, build arrays of intersected objects from where the information can be extracted (like in Box2D).

    Supporters to chime in with addtional funding are, of course, welcome!

    Thanks for your consideration.

  • Hi there,

    congrats on all the participants for the entries and therefore upping the charity!

    I won't make it in time, but I'd like to share some insights gathered using Construct 3 for a few days now.

    Coming from C2, I must admit that I have been skeptical adopting to the follow-up, especially when per-se red flags like browser only, annual subscription etc. are raised, essentially the points that sparked some discourse with C3's release. This though was before the release of the C3 runtime.

    Working with the C3 runtime + latest beta additions (the return of Z elevation) this weekend, it's safe for me to say now that my concerns have been ... mercilessly eradicated?!

    A few hours in with a dev cycle, there is already an evident difference in performance. And by that I mean massive performance boosts, mostly gained through things like optimized for-each loops and built-in per tick object addressing, built-in colorizer (instead of tint, you can even boost the color range through events), spritesheet-esque additions to tiled backgrounds (offset, scale, angle, so basically sort of UV mapping), proper control of 9-patches (angle etc), automatic z-sorting through z-elevation, z elevation per layer, etc. the list goes on.

    Workflow-wise I left with the impression that the tool as a whole is somewhat more responsive, fluid and clean in UI / UX design, so there is also definetely an improvement that pays in time saved getting things done.

    The project I'm on now is an arena shooter that stress-tests the C3 runtime, with sometimes 1000+ enemies coming at the player + effect sprites, particle effects + all the logic. Having a similar build on C2, I'm coming from 30+ % CPU utilization to now 14%, leaving enough headroom for some either crazy effect additions or, well, unefficient code :D - always 60 fps, no frame drops.

    So long story short, the Game Jam as a marketing effort left me impressed with the potential and I'm strongly considering adoption now.

    One thing remains though: System expressions for raycast please! ;)

    Cheerio!

  • Hey Gigatron,

    I try to get the 6xCube to work, but no success :(

    What am I missing? See screenshot. Also tried different browsers, etc.

    Thanks for any hints!

    EDIT: Nevermind, I got it to work, you have to load the faces from sprites.

  • Hey, any chance you could port your ReflectFX Effect? I know there is a similar effect in C3 plugins page already but it doesn't have the wobble distortion or RGB effect like yours and It's essential for the artstyle of my game which I'm trying to move to C3.

    Cheers :)

    Here you go: https://drive.google.com/open?id=1xCeFv4CNTiu_ulXXsBGFkQNapkeKfsZz

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  • Glad to see this long missed feature return. Thanks!

    No need anymore for putting paster objects on different scaled layers and then paste objects accordingly ;)

    This would also help my raycaster engine to do the depth sorting/scaling.

    Which begs the question, do you plan an option to separate the scaling from positioning?

    So e.g toggling:

    Z-Height options:

    (X) Scale object

    (X) Position object

    I know the applications are somewhat limited, but I imagine there might be scenarios where you want to have it separated, like a starfield simulation where you want the stars always be 1x1 pixels etc.

    Cheers!

  • This is R0J0hounds mode 7 effect. It includes the optimization (fog removal etc) done by Aurel.

    C3addon here: https://drive.google.com/open?id=1fxSorwDJ6-exbnSNj8tu1x8D1AL4lDGT

    Original thread: https://www.construct.net/en/forum/extending-construct-2/effects-31/effect-mode7-55368

    Preview:

    Cheerio!