megatronx's Recent Forum Activity

  • Yo,

    + Controller. Did anyone ever got it right? If so, could you please share your experience?

    Cheers

  • Ashley, I can imagine there is planty of request, but stuff like lightening, sprite distortion, drawing masks on levels etc, are some of the most requested features, and would be incredibly useful and helpful to everyone.

  • Ashley Can you not add those extra features as only webgl features?

  • My mistake, you can store object state as json and then recreate it trough json. But you can create from json. Thought I am almost sure there was option to do that a while ago.

  • You can save and import objects from string. The only downside is that they are being imported with their original uid and z-order. Oh and I just remembered Ashley can you do something about exporting objects to ajax, so when they are imported back from string, they will be given new uid, and z-order, optionally? Cheers.

  • Lol I'd settle for shadow casters that weren't additive like in Thomas was alone.

    http://store.steampowered.com/app/220780/

    I agree.

  • It was one of the extensions i have installed. Thanks folks!

    Ashley Thanks for the tutorial. A question: do you think you could include shadow map generation in c3 for static shadows ( and we could use blending modes on them for example )?

  • Well, you can do quite well already with a few layer effects and techniques - here's an example with 2 moving lights casting shadows, each with fade-out: https://dl.dropboxusercontent.com/u/15217362/2waylight.capx

    It does become difficult though when the lights move further apart. Because they draw shadows instead of light, it's quite tricky if one light is casting a shadow over another. It's hard to make it brighten the shadow back to lightness.

    The best approach is to start with darkness, and then add lights on top, additively blending so they contribute light. This means later lights can light up areas that are in the shadow of other lights. It also makes colored lights easy. Then you can multiply-blend the resulting "lighting map" with the background, and it applies lighting to the game.

    I thought we'd need nested layers to do this, but no! It's also already possible: https://dl.dropboxusercontent.com/u/15217362/3waycoloredlights.capx

    The real trick is multiply is associative. It's hard to have your background and then have multiple lights on top of that, because it's difficult to render the lights together and then multiply blend the end result without nested layers. So - you can render all the lights first, and multiply the background on top of that! It works out the same because a x b is the same as b x a, so the ordering doesn't matter. So here the crux of the trick is you'll notice the background layer on top of all the lights.

    You're right, this would make a good tutorial

    Links are not working ^^''

  • Well, you can do quite well already with a few layer effects and techniques - here's an example with 2 moving lights casting shadows, each with fade-out: https://dl.dropboxusercontent.com/u/15217362/2waylight.capx

    It does become difficult though when the lights move further apart. Because they draw shadows instead of light, it's quite tricky if one light is casting a shadow over another. It's hard to make it brighten the shadow back to lightness.

    The best approach is to start with darkness, and then add lights on top, additively blending so they contribute light. This means later lights can light up areas that are in the shadow of other lights. It also makes colored lights easy. Then you can multiply-blend the resulting "lighting map" with the background, and it applies lighting to the game.

    I thought we'd need nested layers to do this, but no! It's also already possible: https://dl.dropboxusercontent.com/u/15217362/3waycoloredlights.capx

    The real trick is multiply is associative. It's hard to have your background and then have multiple lights on top of that, because it's difficult to render the lights together and then multiply blend the end result without nested layers. So - you can render all the lights first, and multiply the background on top of that! It works out the same because a x b is the same as b x a, so the ordering doesn't matter. So here the crux of the trick is you'll notice the background layer on top of all the lights.

    You're right, this would make a good tutorial

    Links are not working ^^''

  • megatronx

    for me the godot seems to be the most easy step in to scripting. The GDscript is very simple to understand and I believe that learning some scripting will eventually pay off.

    Thanks for info, but right now don't have will, while doing several other things. Maybe in future. Though I wish they'd just do event's too.

  • For any game with high dependence on collusion checks, I highly recommend the "slowdown" feature.

    It is amazing in terms of compensation on lower frame rates and keeps everything smooth.

    What is the "slowdown" feature?

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  • It's ready, and takes almost 25 pages. I'll add some gifs and probably a video, and I'll have it corrected by a real english dude (I'm french, I did my best to write everything correctly but I suppose there's still some incomprehensible bullshit somewhere) then I'll submit it. Any feedback will be welcome, so when I'll post it there, feel free to say anything. It should be available in two weeks, maybe earlier.

    Cool! looking forward to it!

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megatronx

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