matriax's Recent Forum Activity

  • Somebody can get working the plugin in the last C2 release, the r247?

    I remember get working in Babylon3D in browsers and Nw.JS but now not works. Tried the 0.3 and 0.5 version and the mouse get locked but frozen, not moves until you get unlocked again ¿? .

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  • In case somebody not knows what i'm talking about check this:

    https://www.babylonjs.com/

    Just asking to know if there is somebody working or have plans to develop the Babylon.js V3.0 for C3.

  • After days of intense work i found the solution, now i can add Babylon code to enable custom effects, ambient oclusion,etc... i mean, i can add any missing feature of the plugin placing inside the correct babylon plugin depending if is attached to a Camera, mesh or light.

    Here a test using Depth of field, 3D chromatic aberration, edge blur, grain_blur,etc....

    I tried lots of code from the babylon examples and seems to work. The bad thing is to achieve that i have to change the runtime.js of the plugin every time i want to change a value.

    So, now is try to find a way to change that values using Execution_Javascript in the same way its used for change other babylon stuff. If not i guess that now that i know the structure, what code is needed and where to place, for a skilled SDK coder will be more easy do the work to pass/set values from C2 events/actions, will see.

  • First of all thanks for the fast reply R0J0hound .

    Yes, the best is add the features to the plugin, but i have 0 idea of javascript(or any language), how the SDK works or where to place this features in the actual structure of others plugin(15 plugins & 21 Behaviours) so i'm totally lost in that way :S .

    So, an easy way i had in mind was if there is any chance to use real code, so i can test online in the engine editor of Babylon.js (like this one: https://www.babylonjs-playground.com/#1TDTWF#1) and if works add on the C2 events like the code i posted in the first message. Not much worried in case i can't minify really.

    Then or "execute javascript" or add/create a plugin that allows comunicate with the babylon.js to use real code so i can access/use any function.

    Other idea (Again if is possible) in case the use real code not works, maybe is create a blank plugin called "Babylon Enhanced" and add there only the missing features, personal structure, but i don't know if needs some communication with the real plugin and can be an option.

    What you think? Any other ideas?

  • Hi!

    Released my last game that started as a prototype and finally ended in other finished game.

    The game has been released for Windows(32/64bits), Mac(64bits) and Linux(32/64bits).

    30 levels from easy including the info/control/tuts to know the mechanic until the most hardest and challenge levels on you will need to find the correct timing.

    Added the Windowed mode as requested. Just press "Alt".

    To keep update about possible changes, more leves you can follow me on twitter: https://twitter.com/DavitMasia

    ---

    Link to game: https://kronbits.itch.io/kubyx

    Enjoy!

  • You can create an instance variable on the enemy sprite called "time".

    In events set that:

    Enemy is overlapping X object

    +

    every 1.0 second

    Then >> Add 1 to "time" instance variable of the enemy

    Finally:

    If Enemy "Time" instance Variable is 3 = Destroy enemy

  • I'm using Babylon3D, a plugin to create 3D games but has some missing features.

    Talked with the developer and due he dropped the support for the plugin everybody can use/share/edit for free.

    Is possible use that missing functions via "execute javascript" from the engine "Babylon.js" that are not in the plugin?

    For example, this Babylon.js code adds AO(Ambient Oclusion) to the scene:

    var ssao = new BABYLON.SSAORenderingPipeline("ssao", scene, 1.0, camera);[/code:2c7q5rka]
    
    So, Is there anyway with "execute javascript" that i can use that missing plugin features?
    
    If not, is there anyway editing the plugin or whatever that allow me use any engine function on C2?. I mean, for example add to the plugin some action that on C2 give me the chance to add real Babylon.Js code, so i can use anything.
  • I know i can use 2 sine behaviours and make one horizontal and other vertical with same values to make an object moves in a circle but i'm looking any math expresions to do all that in events so i can apply to sprites, effects, layouts or whatever.

    Also know the Sine behaviours have a "value only" but i want do the maths in events to have more flexibility in use this values.

    For example i already have the maths for a ScreenShake if somebody needs:

    max(0, screenShake/1.1 - 0.01) ["ScreenShake" is the number of power]

    Is really useful to use with the layout angle or scale and make the screenshake more spectacular or with effects like RGBA channel separation on colisions.

    So, i'm looking maths to do things like that, sines, circle movements or any other things so i can make my own movement system with instance variables to apply on sprites.

  • 99Instances2Go Oh great! Thanks for the help and explanation!

  • 'Pick all' is what you need.

    https://www.dropbox.com/s/rxvhk2pn961av ... .capx?dl=0

    Oh! thanks! In my case use an instance variable because can be various numbers and the text object have to show the sum, hope this solution works for my needs.

  • Here the screenshot:

    Instead of a red line i use the TextObject adding a larger area that overlaps the sprites so there are less objects involved.

    Without the "On Any click" works perfects but CPU intense. I also added a it on to a funtion and call it with a click or keyboard or whatever and nothing.

  • Well, thats the problem, i tried using a function to when is call execute this one time or just update on "Any mouse click" then do that, but never updates ¿?

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matriax

Member since 22 Jun, 2015

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