Ruskul's Forum Posts

  • Sethmaster - ah, that makes sense. So you say that pulling variables off of a sprite has more overhead than computing in an array? I am curious why that would be. It is the same number of events right? hero.health-=enemy.attack has to pull from two objects, wouldn't that be true for pulling from two arrays?

    I know that events have overhead and that different types of events have different overheads, so in general I linke to make everything as a javascript plugin or behavior, wouldn't that be better than dealing with the array object? I've avoided it like the plague, lol.

  • You'll have to look at a few other effects for the exact name of it but other than percent you have number or something. Those are the only two.

    float and percent. So it would seem. Thank you!

  • chrisbrobs can you provide the link? all I can seem to find is his prototype rather than actual book. All I can see is sample chapter which only has gl_fragcolor = stuff.

  • ErekT Ya, Ive, I keep dozens of sprites with special icons that represent all my variables (I sure wish there was a faster way of adding variables in the editor). I have keyboardobjects, attribute containers, global variable storages, and so on.

  • Ruskul

    Do a Search for 'Toby Schachman GLSL pixel shaders'

    His Github page has an interactive book/ shader editor you can download and run offline.

    This is pure gold, but it is so short and basic. I seem to be only finding a prototype of the idea and not an actual complete book. (all thats in there is gl_fragcolor stuff... I remember know I think I ran through this when I was first getting started with shaders a couple years ago.

  • Thanks R0j0 for the answer!

    There are 2 types. percent and float.

    -----------------------------------------

    Original question

    ----------------------------------------

    <!-- Parameters -->

    <parameters>

    <param>

    <name>Threshold</name>

    <description>Separation level, from 0 to 100.</description>

    <type>percent</type>

    <initial>0.5</initial>

    <uniform>threshold</uniform>

    </param>

    </parameters>

    I am curious under type percent what other options do I have. And why the heck isn't there documentation on this lol? Are the same possibilities available as with the rest of the sdk?

  • I should. I'll work on getting it put in a tutorial.

    Did this ever happen? I couldn't find anything on the matter. I would be happy to write a serries that would help people get a go on effects but I find myself often struggling as well. There doesn't seem to be a good tutorial on simply writing different types of frag shaders.

  • In game, I am using a combination of arrays and dictionaries to keep track of all the data in my SRPG.

    To load external data into those data storage, I am using csv files which is load straight into the arrays.

    Here's a expert tip, don't ever compute long formulas (such as sorting or attack formula) straight using variables from a sprite object, especially when you have many of them presence.

    Get the values from those variables, put them into arrays, global/local variables or dictionaries before calculating it.

    Even better is if you don't put any computation variable on sprites and just put them in arrays/dictionaries beforehand.

    You will find everything will run far smoother.

    I am having difficulty understanding what you mean by this? What is wrong with using a variable off of a sprite? What is the advantage of copying it to the array before computing?

  • I like the simplistic art but it could convey more information: Make it clear what the front of the ship is.

    I do like the shadows under everything as well, that is neat.

    Fuel gauge, and restart are must features. You should also be able to zoom further in.

  • I have a few plugins that have math helpers and such, I think I threw in an a few lerps as I got sick of putting them in events. I think it would be nice to have more math stuff such as easing and whatnot built in. Noise generators would be nice to0!

  • One thing you could do is make both the robber and thief the same object and just give them different stats (ie damage) and pin different sprites to them based on what they are.

  • I think a trigger once will do what you need if I understand correctly.

    Whats happening at the moment is once you are above a certain score you just keep destroying enemies every tick, if that makes sense. Even a Boolean that you set to true once you have destroyed the enemies could be set and referenced in order to control it.

  • rexrainbow ha, I just about to mention the plugin you made for that- thats gold!

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  • Hey everyone,

    How do you like to best manage data for games? Sometimes I know things like mario don't even need to worry about data, but then there are things like RPG that deal with alot of numbers. There are all the classes and stats and items and properties...

    What are you insights and how have you managed the sheer volume of numbers in a number heavy game? (for example cvc, custom data plugins, etc...

  • Hey everyone,

    I have a behavior I would like to share with the community but I am unsure how to proceed. I thought I would be able to simply attach the files to this forum post but I guess not.

    Suggestions?