Mikal's Forum Posts

  • https://www.construct.net/en/make-games/addons/228/gamesparksminimal

    GSM requires knowing the details of the Request Type and Data (JSON) to be sent with each request and also parsing the response / messages sent back. It only has a few actions, but they can be used to make a variety of the available GS requests with properly user formatted request type and JSON data sent.

    To see the details of the available request types and data to send, look at the gamesparks-functions.js source code available in the GS JS SDK available here: https://docs.gamesparks.com/sdk-center/javascript.html

    You must have a GameSparks account and project to test. Set apiKey and apiSecret to GS object properties in the example before testing.

    For debug, make extensive use of browser console to review messages and responses between client and server.

    If you are starting fresh w/ cloud game services and C3 runtime, I recommend Playfab and the Master Collection instead of using this plugin.

  • Updated FunkyQuad w/ expressions for vertex X,Y and actions to individually set X, Y.

    construct.net/en/make-games/addons/224/funkyquad/0-5-2-0

  • Nice work! Going to test it out.

  • Experimental plugin, likely to change.

    https://www.construct.net/en/make-games/addons/224/funkyquad

    Draw FunkyQuad with arbitrary vertices, but funky texturing. Funky texturing is due to a quad being drawn as two triangles in C3.

    Contains one action which allows for arbitrarily setting the vertices of the FunkyQuad plugin.

    Does not have the actions/animations of a Sprite, not a Sprite replacement, but can create some interesting effect.

    To draw a triangle, create a degenerate FunkyQuad (set two adjacent vertices to be equal.)

    Possible additions (add comments if you have others.)

    • Overlap condition check.
    • Z Elevation (when SDK is available.)

    For more interesting information on why there is funky texturing, see: http://reedbeta.com/blog/quadrilateral-interpolation-part-1/

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  • Thanks for the update! Will definitely be helpful to convert to c3runtime (of course with a lot of additional work, but it's really nice to have the templates.)

  • The site you included states that it's for Construct 2, not Construct 3.

  • Thanks for the pointer R0J0hound, I'll take a look. As you say it's a deeper dive for your pointer, but something to think about for the future to make an 'all-in-one' shader with specular, depth, lighting, self-shadow, etc.

  • Updated to version 0.9.3.2:

    Corrected texture map offset and calculations to handle sprite sheets with multiple sprites.

  • Created new ParallaxMap effect for Construct 3. Check it out, includes an example: construct.net/en/make-games/addons/223/parallaxmap

    Based on learnopengl.com/Advanced-Lighting/Parallax-Mapping and alanzucconi.com

    If you do something with, please share a pic.

    R0J0hound Ashley Gigatron

    Question for effect experts, I needed to include a depth map with the sprite texture. I did not want to do what I have done in the past and have two separate sprites (one 'base' sprite and one 'effect' sprite and layer them on top of each other, which you need to manage separately and make sure Z order is consistent. Like what was done with normalmap effects.) In this case, I added the depthmap into the sprite base animation, appended to the right and then used offsets and range checks to get the depthmap and to not 'render' the depth map. This works and feels about as performant as two sprites on top of each other, but more manageable (once the base+depth image is created.) Are there other 'better' ways to do this? Is there any way to access another texture beyond the current active animation frame (e.g. front sampler?) Other ideas?

  • Added AlphaRangeMask effect to addons w/ example with sliders to vary parameters (and Photo w/ DepthMap in Alpha to play with too.)

    https://www.construct.net/en/make-games/addons/222/alpharangemask

  • Zaksoid - very nice, feels dynamic, the missiles and trails are great.

    It reminded me of Choplifter on the Apple II, but then I actually looked at the old Choplifter and yours is so much better (rose colored glasses to childhood...)

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  • My guess is because the plugin only supports the C2 runtime, not the C3 runtime.

    If you switch to C2 runtime (advanced option of Project Properties) it will probably show up.

    For Photon C3 runtime support check out this (paid) plugin collection: (the Playfab collection supports Photon Realtime and Photon Chat.)

    Master Collection

  • Another unsolicited good review of the Master Collection. This is a very useful set of tools with a good example for each plugin. I've been using it for Firebase and for Playfab and so far everything I want has been included and works well. The additions since my purchase have been really good too. As others say, great support from Discord and quick bug fixes when / if needed.

    If you are working on a production level game - the ROI will be good if you need these features. Even if you are just doing C2/C3 as a hobby, think of it as spending $ to free up more of your hobby time for the part of game dev process that you really like. Unless of course, the part you like is making plugins for APIs!

  • Got it thanks. It's so useful, I'd hate to see it go away, glad to hear there is a solution (though not as compact as the current event/action of course.) As you say in the description if there's a decent amount of JS code behind each call, the overhead for adding params will be small.

    I've been using it to test the GameSparks JS API with C3 runtime (since there's not a C3 runtime plugin) and it was so easy to get it up and running with your plugin!