SnipG's Forum Posts

  • Example to fake it in c3: drive.google.com/file/d/1zokWZsejsKkabFvjdBWFHeUT1oGZFC63/view

    You can change the values to get better effect. Reading pixel in and somehow converting it, will be very slow. JS code does same effect drawing, you could remake it with sprites etc.

    There seems to be bug, can't apply blur vertical&horizontal to sprites, but if they fix it, you could get much better effect. Maybe even similar to your Iframe.

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  • I tried something, maybe this is what you looking for ?

    void main() { // Sprite Area vec2 uv= vTex; uv -= 0.5; // offset uv -= offset; // scale uv = scale * uv; // rotate uv = cos(rotate) * uv + sin(rotate) * vec2(uv.y, -uv.x); uv += 0.5; // center image in canvas - Not works on C2 //uv += 0.5; // Fix the tile thing uv = fract(uv); gl_FragColor = texture2D(samplerFront, uv); }

  • Nice, i once tried something similar and i had multiple problems, when tried to apply it on sprite.

  • I don't think you can do such thing so simple as shadertoy does it. Every sprite image is same as spritesheet it is in. So if you offset, you start to see other images on that spritesheet. You can make it maybe with tiledbackground and add exstra effects to it. Or ask Ashley to make sprite feature, so its texture won't be inside spritesheet.

    open.gl/textures

    See wrapping, you can't change that.

  • Worker mode biggest benefit is not that you can export with it or not, but possiblity that some bad loop etc does not crash your editor, resulting you loosing a lot of work. Now it stable enough to keep it constantly on.

    Gameplay seems a bit smoother with worker exports, but its Dt is not constant and also varies depending on browser so very smooth lerps/tweens etc could show some jankiness, also it's same with other browsers even when there is no worker mode.

    Not related but.

    What Nepeo said "VERY high spikes when you cross a loading threshold"

    This is pretty awful, sometime it feels like there is small spike(1-2 tick) but it somehow overflows into ~0.2sec. Not sure what causes it.

  • Dublicate original frame, then modifie it. When you scale, imagepoint keeps its absolute position.

  • If Sprite is not visible set X to Y to default, and subtract 1 from var

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  • Change speed to 0, where it is 5. Inside animation editor

  • "even tried setting time scale to 1 on every tick but even then it does not solve this issue."

    Try setting object time scale not global or restore object time scale. Maybe fixes!

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  • It seems you have to add vars to touch triggers, so events won't trigger when touch goes though game in that position. Touch Triggers do trigger even when time scale is 0. you also could set that touch trigger group disabled.

    But soon you have button that user can hold down, you can't modifie them by vars. So vote my cool stuff here: construct3.ideas.aha.io/ideas/C3-I-586

  • "This is a feature that most game engines have, to improve performance on weaker devices."

    How does it improve performance? It internally knows how to share loop/function logic over multiple ticks? and knows which functions are not performance hevy, so they trigger instantly?

    Isn't this already covered with best possible way?

  • Its not bug, its your events that causes this behavior. While space and touch update timescale when clicked. Gamepad seems to update end of event logic. So your expression clamp( timescale+dt, 0, 1 ) will just keep dividing 0.01666 with itself again and again. So put controller logic after that clamp or redo your clamp event

  • Can't see inside your project, but C3 windows store build uses EDGE browser. So for export switch to build that uses chrome.