matriax's Recent Forum Activity

  • I'm talking about this properties:

    No action/expresions found, so i don't kow if is not possible or maybe i'm missing something.

    The unique idea i had is just have the .json of the tilemap in an expresion with some variables to modify and then load in runtime, but no idea how to do that and if this will work.

    Any idea?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Nice colors, and you could use the blocks for other types of games besides platform.

    Thanks!.

    Yes Sure, in fact, somebody on twitter used them for a 3D FPS , if i find the link i will post here.

  • Cube Rampage>

    https://kronbits.itch.io/cube-rampage

    Kubyx >

    https://kronbits.itch.io/kubyx

  • Download here: https://kronbits.itch.io/inca-game-assets

    About

    Free game assets with Inca theme made in pixelart. This tileset is still in development, so more tiles will be added in the next days until april.

    License

    Assets are public domain. This means you can use it for your personal and commercial games. No credit needed, but if you do, please, let me know via Twitter, so i can do some RT <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    ---

    This saturday will be the last update with all the tiles i did until now. That in total are around 100 uniques and 300 in total having in mind there are two color version for backgrounds with 6 (brown-purple) and 3 colors(turquoise).

  • You can use PixaTool to get 8bit / Pixel style images or videos, optimize your PixelArt or game assets just adding some cool effects. The tool is available for Windows, Mac and Linux.

    Some examples:

    Here you can find a compilation of videos/gifs/screenshots made with the tool:

    https://cartrdge.com/davitmasia/projects/pixatool

  • Added the steps and the .capx.

  • Problem Description

    I have various FX added on a sprite but they only work correctly if are the first one to be used or just that one. In the moment another FX is added before that FX they coordinates gets glitched, like using the layer/layout ones instead the sprite.

    Also in case there is some FX in the .xml after that one with some vale on extend-box higher than 0 also gets glitched:

       <extend-box-horizontal>10</extend-box-horizontal>
    <extend-box-vertical>10</extend-box-vertical>[/code:2rz54uva]
    
    .Capx example: 
    [url=https://drive.google.com/file/d/1yERqLssNWNorsrmax_78RrLu5tarlozD/view?usp=sharing]https://drive.google.com/file/d/1yERqLs ... sp=sharing[/url]
    (Also Cubic Lens FX included)
    
    [b]Steps to Reproduce Bug[/b]
    This gif is self-explanatory:
    [url=https://cdn.pbrd.co/images/Hcw9GfU9.gif]https://cdn.pbrd.co/images/Hcw9GfU9.gif[/url]
    
    Just change the Brightness FX in first or second position on the effects list.
    
    [b]Expected Result[/b]
    The FXs applied on a Sprite should give the same result no matter they XY position on the layer/layout. 
    (Also Cubic Lens FX included, but happens in all shaders that in some way does some kind of distortion or generate some pattern)
        
    [b]Affected Browsers[/b]
    [ul]
        [li] Chrome: (YES)
        [/li][li] FireFox: (YES)
        [/li][li] Internet Explorer: (YES)
    
    And NW.JS too.[/li][/ul]
        
    [b]Operating System and Service Pack[/b]
    W7-  64Bits / GPU > Nvidia 670 gtx
        
    [b]Construct 2 Version ID[/b]
    Construct 2 r255 (Last version actually)
  • Maybe i found a bug, look this post:

  • Maybe i found a possible bug in Construct2 that can be causing this problems, can somebody confirm?

    If i add some FX to a sprite this one works correctly only in the sprite with the sprite coordinates, but in the moment there is another FX added before, then seems the rest of the FX are applied with Layer based, that can cause why the R0J0hound plugin only pastes the gfx with the last FX added.

    Here what happens when a FX applied on a sprite have another FX before on the list:

    The same for all other FX in the sprite.

    Here another gif with the effects and switching the order to see what happens.

    https://cdn.pbrd.co/images/Hcw9GfU9.gif

    If the effects are applied single works on sprite, but in the moment there are one or more before then all them seems to change their coordinates by the layer/layout or something instead the sprite.

    So, it's me i'm doing something wrong, or this is a bug? Ashley

  • What i have to look in the shader to avoid the FX applied on the sprite gets different from their position in the layout?.

    I mean, i added some distortion FX to a sprite but if the sprite is on 0,0 or 400,400 XY looks different. This happens in lots of FX i want to use.

    Is there any option to force or fix this, what i should change in the .FX to avoid that?

    Already there is : vec2 uv =vTex;

    Any idea? Or for each .FX will be different? :S

  • Gigatron Sorry, what? You not got my last message?

    About that "palette swapper" trick seems is more to change HUE based on an image but not worked to force a color palette on a layer using a sprite with the colors palette so i told you that i was gonna follow your other idea, that at the end not worked due some GPUs are also limited to 251 Try_Color, so i finally ended just using 192 colors/uniforms with 100% color accuracy (0-255).

    Or you mean, you really achieved load a color palette from a sprite to force a layer/project/render like the Force256color shader but without that lots of uniforms? :O , sorry i not understand much about what you mean to merge textures and channel0+channel1, etc... ¿?

  • Hi Gigatron, is there anyway that the coordinates of the effect are always the same in the sprite?

    I mean, if the sprite is in the center looks A, but if the sprite is in the top-left looks B.

    Looking in the code already is: vec2 uv =vTex;

    But after that there is code like this:

    [quote:1qv88yoc] //canvas coordinates to get the center of rendered viewport

    vec2 cancoord = uv.st;

    float r2 = (cancoord.x-0.5) * (cancoord.x-0.5) + (cancoord.y-0.5) * (cancoord.y-0.5);

    float f = 0.0;

    The idea is the center is always the center of the sprite, so no mater where is their possition always will look equal. I tried just disabling or comment some parte or change "cancoord" by vtex and other stuff (i don't know what i'm doing but sometimes works XD) but nothing this time.

    Is possible?

    Thanks.

matriax's avatar

matriax

Member since 22 Jun, 2015

Twitter
matriax has 117 followers

Trophy Case

  • 9-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Popular Game One of your games has over 1,000 players
  • Famous Game One of your games has over 10,000 players
  • Viral Game One of your games has over 100,000 players
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

17/44
How to earn trophies