matriax's Forum Posts

  • Here a video with a Personalized NormalMap + Shadow Caster + Lantern Effect

    https://instagram.com/p/4sEdxbAL3p/

    Screenshot in real pixels:

    (Provisional GFX)

  • Here a video with a Personalized NormalMap + Shadow Caster + Lantern Effect

    https://instagram.com/p/4sEdxbAL3p/

    Screenshot in real pixels:

    Again thanks C-7 for the help!

  • Great! i see, you adjust the opacity in the layer instead on the ShadowLight, very good solution!

    Now i'm experimenting with normal maps that have their own light, hope all this can merge without problems.

  • Is the same/similar i made myself:

    https://dl.dropboxusercontent.com/u/659 ... aster.capx

    The problem is that when you put the shadows with opacity you can see the "Trick". This only works with shadows at 100% of opacity obviously.

    I wonder how the hell the guy of the video made the effect with Construct years ago without shadow caster,etc... <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • I want to do something like this:

    This is a video made in construct(years a go showing the effect):

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    And this one made with Multimedia Fusion also years ago:

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    Whith shadow caster we can add shadows but how is posible create a light for a player that stop spreading with solid/obstacles?

    I search in plugins, effects and behaviours and in the forums but i not find nothing that do this or maybe i missing something ¿?.

    I have and idea to use a type of blend to create a mask for the entire layout that is only visible for the lantern area with some gradients and using also the shadow caster to get a similar effect but not will be same.

    Is there any plugin or example i'm missing?

  • It is possible to make something like that in Construct 2?

    https://www.shadertoy.com/view/lsSGWw

    After see all the imports the people made from shadertoy to C2 i guess this will be easy compared.

    I see a lot of Shadertoy requests, so, instead of request one by one every time we find something, not will be possible create an importer or plugin using the Shadertoy API to simply copy the code into the C2 to get the shader running?

    I don't know nothing about code, so i ask Ashley, Will be possible integrate the Shadertoy API inside C2 to get all the shaders working in seconds? I mean only the API, after that every developers is responsible o what shaders they add into their game.

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  • The cars AI v2 looks great, Now "only" needs a way to resolve the short path to get the best fast time and perfect <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Also this remember this Mario AI:

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    The red lines seems to calculate que best/fast way to resolve the situation but maybe looks too complicated to do something similar and will be better for another kind of behaviour.

  • Yes, the parameter works correct

    About the other thing, i believe i can achieve in other way using Sine or other with luminosity or fade or similar. How the image reacts to the bright then if i add a behaviour that made a sine with the bright more/less, using also your behaviour i will have the same effect desired, so no much problem i guess.

  • All right, I managed to make something out of my test scene.

    Try it, roll a ball, collect come points and win the game.

    Hey! looks great! Maybe the ball runs too fast but as example is great. C2 Download sample?

  • Something like this:

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    I see the water effect included in C2 by default but applies to the entire image and at least i can't give the same effect i'm looking. Also i search on youtube, forums and the scirra store and i not found nothing, so if already exists please post the link! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> .

    So the idea is use an image for the water that applies the effect in X origin point with X force. So we can say that when our player collides with the water set "X origin of Wave" from Player.X and Set force of Player speed(Well, here obviously everybody can add a formula to customize the relation of speed-force of the wave,etc..).

    Also will be great to modify the tension and spread that will be able to simulate other types of fluids like acid or simple when a player jumps over an elastic object, maybe a bed,etc...

    I think with a various parameters can be a good effect used in a lots of things, ¿What you think?.

  • Tested and works perfect!

    If you are open to ideas will be great a parameter to say the intensity/tolerance of ilumination. I mean, in case the image have a lot of white tones(Or dressed as white or anything) will be odd, so a slider with a intensity from 0-100(for example) will be useful.

    Example (maybe a 55, 50 and 45 number):

    And if you still are open to more, an option to randomize/speed form X to X values and get an image where the thermal is changing more-less and seems he is breathing or something

  • Yes only one level, i made it in a few minutes touching things and adding behaviours, plugins,etc... , Hope to improve and add more levels.

  • A simple and useful Normal/Specular Map with the option to enable various light sources and change his color, size and position in the gfx. Also with the Normal/Specular map inside the gfx as other animation frame or including in the parameter effects. Something similar to the MMF2 extension but including Specular Map.

    Instagram video to get an idea that how will work(I made this days ago):

    https://instagram.com/p/4HnLpygLy-/

    This are the options that the extension have:

    In the second option called "Normal Map Tileset(Overlay)" if you press the "Edit" button you put the normal map image you desire to apply to the sprite.

    Also you can add various NormalMap inside one like this(only the normals part):

    And in the Tileset Width/height parametre say how much Normal Map tiles there. So in this case 4 in the width and 4 in the height. But well i guess can be improved the system to Construct3 to be more easy.

    The actual normal maps/2D lighting effects i found on Construct2 are using another image to apply the normal map(So you need to duplicate x2 the number of tiles in the layout and put over the other) and other that does automatically without personalization of the Normal/Specular map with some glitches :S .

    Something like this well done can make the games looks very great with the addition of the raycaster shadow/light,etc...

  • More to come when time permits... atm busy with a UDK project. Thanks.

    Sorry if is an old post but, are you planning to fix the Normal Map errors or is the effect developing abandoned and no more updates are to come?

    I see other Normal Map like the Official Bumping and the Pode one() but you need to create another sprite with the info to do it :S .

    I like your effect because have Normal Map and Specular and is automatic and all in one, no other image needed overlaping the original to do the effect, but there are errors when you try to put various tiles using the Flag=1( Beam of light), there is a light on each end/start of the tile that ruins the great effect. Also will be great if there is an option to include your Normal Map and Specular texture in the options or in any animation frame of the sprite or similar. Change the light color from white to any RGB value,etc...

  • First of all yesterday bought Construct2 so, this is what i made in two days after test the options, behaviours, plugins, effects,etc...

    https://dl.dropboxusercontent.com/u/659 ... otype.html

    You move both players with arrow keys and you need to collect all the yellow items. The green player have the behaviour of jump over the pink one to get more far.

    Is very basic but well, for somewhere i have to start <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">