tunepunk's Forum Posts

  • Sorry if I'm a bit late to the party. I did something similar for my own project so sharing my solution as well, in case anyone finds it useful.

    https://www.dropbox.com/s/90j1nht9ntmu2 ... e.c3p?dl=0

  • Hey KeeghanM, cool. Thank's for the reply.

    I guess it would have to be in an object something similar to the Paster plugin. I think that's the best approach as you can restrict the area and have fluid simulations in a restricted "container" (the size of the object), both for performace and if you don't want to use the effect everywhere. Maybe it could also be as an effect you can apply to a sprite, or to a layer, not sure if that would be any good but maybe also an option.

    But from there, there needs to be controllable points for the "emitters" something that can be set with an expression.

    For instance, you probably want to set the position to something, like a rocket backburner, or any other XY position. And a couple of actions to Set the angle of the spray, color, etc.

    Of course it also needs some variables like the github link i referenced. Vorticity, color, speed, spray on/off etc. For a first test it does not have to be very advanced, just to see if it can be done, because it's a really nice cool looking effect.

    After that we could check more features later like the youtube link. Object Blockers etc. But for a first test simple will do fine. But plan is to make it very similar to the unity plugin in the youtube link.

    Cheers, let me know what you think would be the best approach.

  • Hey guys.

    Looking for someone to help me make a C3 plugin for fluid simulation. I'm looking for something like this.

    One example is things like this. (2d fluid simulation)

    https://youtu.be/kw8FEyUbq9Q

    https://paveldogreat.github.io/WebGL-Fluid-Simulation/

    Code and references can be found here, but I'm not very familiar with creating plugins and effects so need a little help to get it running.

    https://github.com/PavelDoGreat/WebGL-Fluid-Simulation

    I'm planning on selling the plugin/effect on the scirra store when it's done, so you can choose weather you want to get payed for your work or get revshare.

    I have more things in mind later, so if you wish to team up to create more great high quality plugins for. Let me know.

    Cheers!

  • I always save to dropbox even if it's a bit slower to save. As it has built in revision history. You can always recover deleted files and old revisions if you save over a file.

    The save to local storage is a pretty dangerous feature. I lost some test projects that I saved that way after clearing browser cache. Luckily nothing important.

  • Ahhh I see what you mean. I was having a hard time getting the loop to continue after hitting the first object, my raycaster worked a bit different.

    I managed to update your example to something more along the lines what I was thinking. Although I have to update that raycaster to use increments to be a bit more lightweight, and add one for each direction of the character, but it would look something like this.

    https://www.dropbox.com/s/wmdyqdiat4lcg ... l.c3p?dl=1

    But this could definitely work I think.

    Adding physics to a character he could use this method to navigate a would with holes. masked with sprites.

  • dop2000

    Yes I know how to make a raycaster with events. This is not the big issue.

    I'm not sure the masking sprite would work. Yes you can mask out Graphics with sprites using blend modes, but the raycaster would need to check the collision polygon to know where to stop. You can't tell the ray to stop at if a certain pixel that has an Alpha higher than 0.

    If a ray stretching from the player towards a wall with a hole, how does the ray know which area that is the hole, and not stop there, and continue to look for a wall?

    I think you would need to check the alpha of an X, Y position on a layer, in order to get a very accurate stopping point for the raycaster.

  • I was thinking of a solution like this. The destructible terrain would be no problem, if I could just mask out alpha from the terrain, then use raycasters, and at the tip of each raycaster i would check what the RGBA was, to restrict movement to the raycaster length.

    Unfortunately I can't find a way to check the Alpha at a Certain pixel for a certain layer or a specific object.

    I think that the canvas plugin can read the rgba at a certain point, but this is such a simple thing so I hope some day that Ashley implement a built in way to get the RGBA of a certain pixel for that specific layer, instead of having to rely on 3rd party plugins that may or may not be converted or maintained.

    Raycaster is also one of those has to have things that should be in the engine as standard.

  • Thanks dop2000 just found that thread as well. Found another one too but that required Canvas plugin, which hasn't been converted to C3.

    I'm gonna try use the tilemap approach for experimentation.

  • I've been looking around the forums but couldn't find anything.

    Does anyone know how to go about if you wanted to do destructible terrain and pixel based collision similar to Worms:

    I wanted to play around with some similar functionality.

    My first guess is that I would have to use some plugin like canvas or paster, when I could get the Alpha value of a certain pixel?

    Has anyone played around with something like that and have an example lying around, or know where to start?

  • Here's how you can add a desktop icon. It's not as easy as on PC, but it works.

  • I only have access to Construct 3 at the moment. But you can check this example to draw a line.

    https://www.dropbox.com/s/10ys6rmhy764o ... t.c3p?dl=1

    If you're using paster plugin you can paste the drawing on touch/mouse end, and delete all the sprites.

    Edit: dop2000 works as well, but my example uses distance to create a uniform distance between the sprites, so you can have dotted lines etc. Also only creates as many as needed, based on distance.

  • Is there any plans to make the forum a bit more mobile friendly? I like to check in on my phone from time to time but everything is too tiny.

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  • I had the same problem. Sometimes i couldn't get new versions to load even after refreshing or reloading or uploading a new game version.

    When you export from C2 there's a file called offline.appcache if you remove that file from your host the game will always be the latest when you refresh.

    I don't know what this file does, but it's causing the game to always use a cached version instead of the new one. Very annoying.

  • Not sure if this is the problem, but maybe you can try go to the layout properties and uncheck "unbounded scrolling" that might help.