Ecation's Forum Posts

  • Almost every other solution would require at least three software programs running at the same time to handle this. It becomes quite complex to manage.

    For example, in order to get this to work with Madmapper, there would be:

    -Construct

    -Madmapper

    -OBS studio or something else to send a live stream of the game window to Madmapper.

    If we can do it directly in Construct, the whole process becomes so much more simple.

    Here is one of my attempts, which is not super far away from being useful. It demosntrates that the entire game canvas can indeed be transformed using only Construct in-game controls:

    drive.google.com/file/d/1wOeKA8nZKgDd-gfivf33nN7tgOtpdXhp/view

    Just note that in that version the drag and drop stuff is not working, instead you select a corner pin with the mouse and use the up and down arrows to change a parameter, which then transforms the entire canvas.

    Where I have the most difficulty is with mapping the corner pin positions correctly to the matrix3d transforms.

  • Pardon my ignorance but wouldn’t this be something that’s commonly handled by the projector itself? Like when you place the projector you tweak its settings so the image isn’t distorted on the wall?

    Most projectors do indeed have some keystone correction controls, but they are usually not accurate enough and they don't have a wide enough range to really work well enough. That's why most projection mapping programs have additional corner pin type of controls, to get the content mapped to all kinds of surfaces really accurately.

    I was able to get the images to "almost" line up using just the keystone correction feature of the projector (when the projection angle was very standard) but there was still a big enough discrepancy between the target and the projected graphics which made it not really usable for accurate work.

  • Hi!

    I would like to do some projection mapping with a Construct game and I'm wondering what might be the best approach.

    The difficulty is that regardless of the angle between the projector and the surface, the game visuals need to be mapped accurately to the target.

    First I researched dedicated projection mapping tools that would allow you to use a browser window as the input. But that doesn't seem a common feature even in the paid programs like Madmapper.

    The I started looking at the possibility of mapping the Construct game output directly using only Construct. I had some success with the browser object's "set css" action, where I target the canvas element and give it a transform:matrix3d() transformation. But the difficulty is making the matrix transformation easily controllable in a corner pin type of fashion (I'm hoping to drag four corner sprites that would control the mapping).

    Any thoughts or possibilities that I might be missing here?

  • Hi!

    I love the "step" button of the debugger, which allows me to go through events one by one and in great detail. But sometimes it would be really handy to be able to step directly to the next tick (instead of cycling trough maybe even thousands of events first). Is it currently possible to jump to the next tick using the debugger?

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  • It looks like the problem might be at the server end, where Access-Control-Allow-Origin header is missing from the server's response, which means that the server won't allow requests from a different domain. If you have access to the server, you should be able to change header from there.

    What are you trying to get from the server? Could you instead download the asset and import it directly into Construct?

  • Looks like a CORS problem. Does it work if you run the Construct project from a server?

  • Okay managed to automate this using the Project Folder feature and a bunch of Python scripts. It was a bit tricky, since the Project Folder required edits in several places. I wrote a quick tutorial of the process (with the Python scripts included) in case someone else needs to do this kind of a bulk sprite import at some point:

    oneminutevideotutorials.com/2023/12/15/automating-the-import-of-hundreds-of-sprites-to-construct

  • Hi, if you import files, you can import multiple images at once, but I don't know if it's okay to use the files for what you need to do

    I believe dragging and dropping multiple images will add them as frames for the same object. But I'm trying to get separate objects.

  • Ah automated hack is xd

    Can you make jigsaw puzzle

    It's a bit like a jigsaw puzzle indeed, only the pieces have voronoi shapes.

  • Thanks Gravi that's a decent way to do it. The only thing is that this will only show the images in place during runtime, but it would be helpful to see them positioned correctly already the editor.

    I'm looking at a couple of alternatives here. One would be using the project folder feature and write some kind of a script that would mass generate the required JSON files for all the assets.

    I'm also looking into xdotool which might allow me to automate 200 mouse drag and drop operations on top of Construct.

    Let's see how this goes. Probably I will spend 2 hours trying to automate this and then give up and do the whole damn thing manually anyway. :D

  • Hi!

    I'm trying to make a game where an area of ground is broken piece by piece. I managed to create a python script that uses a voronoi pattern to shatter my image into several small irregular pieces.

    Now I need to import those 200 pieces into Construct. I know that if I set the position of each peace to 0,0, they will form the full image perfectly. After that I can crop the pieces to their actual pixels and things work nicely.

    The only pain point I have is importing 200 sprites one by one into Construct. Is there any way to do this efficiently? If I drag them all at the same time, an animation is created. But can I somehow indicate that I want individual sprites instead of animation frames?

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  • Html is indeed becoming more and more viable with the latest updates. There is a lot of power in the possibility of using CSS animations and CSS styles like text and box shadows for elements.

    I haven't done an entire UI using Html is Construct yet, but I might consider it in the future.

    I guess to answer your question better, it would be helpful to know what your major pain points of creating the UI with sprites and events are. I think the recent introduction of dynamic layers helps a lot with UI, since one of my major issues has been the need to add layers with the same name to tens of layouts. It would be nice to have support for global layers for the dynamic layers feature still.

  • Hi!

    Is it possible to defer the loading of certain objects or images that you know will not be needed early in the layout, in order to make the initial loading time of the layout faster?

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  • Very typically, then answer came to my mind as soon as I had typed in the question:

    The objects with the blend mode had their "initially visible" turned off. As soon as I checked it back on, the effect started working also in the game preview.

  • I have a weird issue when I'm creating a mask using "Destination out" for some objects and "force own texture" for the layer.

    Everything looks like I would expect in the editor (the objects are cutting a hole in the layer and revealing the layer behind), but for some reason when I run the game, the effect is completely gone and I can no longer see a hole in the upper layer.

    Has anyone encountered a similar situation?

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