matriax's Recent Forum Activity

  • I already tried this, but if you rotate will make in some directions the collision will be wrong due the car perspective.

    I mean the collision box have to change in each frame to get perfect to the car. Example:

    So, to get that or something aprox to this i will have to do some kind of maths to do a collision box in a sprite and after that: Every tick > Rotate + set X width/height to transform

    And i don't know if this will works, still i have to play with that idea.

    This will be more easy if Construct will also have some "guess polygon box for each frame" so with the shadow pre-render i apply that and in a second i have what i need.

  • I have a Pre-Render car with isometric view that have 96 rotation frames.

    Do the collision boxes for the 96 frames will be a pain, so how i can do in an easy way?

    I can have a isometric shadow/detector in 96 frames for the collision, but the same problem i will have to "guess poligon box" one by one for each frame :S .

    Any idea?

  • Since 9-patch not have animations, frames and can't be rotated, is possible do a shader that applied on a Sprite plugin makes the same and maybe more things?

    Is possible?

  • Or better give us the option to use X sprite as particle.

    So in that sprite we add rotation and all the effects, filters, animations, behaviours we want that are available for sprite plugin.

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  • Mikal I not have the skills to implement that inside the shader sorry :S , maybe Gigatron knows how to apply that to the shader itself but is busy now, maybe he can take a look on this when he have some free time.

    Also will be great to know if there can be a solution to use any amount of light source/colors instead that only 3 with a simply copy/paste code inside the .FX , i know is not the most optimized thing but with my skills is what i achieved XD.

    Maybe split the Normal Map shader in two ones. One for the light source with their intensity, colors,etc... you can place anywhere in the layout to have 10, 20 or whatever, and other shader on the sprite the calculates how the light will affect. I don't know if this is possible or maybe there is other way but is the unique thing i can think now.

  • The title is Self descriptive.

    Tiled BackGround -> Add Animations

    9-Patch -> Add Animations and Rotations

    For example if i want create a fores background with thw wind animation using the TiledBackground. Now i have to copy lots of trees.

    The best thing will be allow the sprite for use it as tiled-background, but i guess if already not is done is because some limitation or there is no way to do without mess other things, but well had to ask.

  • Sorry, no idea that how to do that :S

  • Gigatron I see don't worry, i will try to do my own tests with this and if i can achieve what i want. Thanks !

  • Gigatron Since C3 is still in beta, no SDK plugins,etc... and seems until June/July no will be released the "final" version and i had an idea to optimize it maybe if works i will give another try to do some mini game.

    First of all i tested the Roll.X and Rolly.Y and gives a wrong perspective, the base of the model change their position and looks some weird streched. There is no way to really move the camera pos? (X,Y,Z) .

    About the idea to optimize the shader

    I edited the values of the rasterize method in .FX and got the cube no draw some faces and the perfomance was improved even if that faces are not visible.

    If i'm right, there is no way, rotating a cube that you can see more than 3 faces true?.

    So, if you can add some math or check the cube to no render the faces that are not visible, depending how optimized is that code in theory we can have aprox 3x perfomance from the actual results?

    What you think?

    Edited: And even more perfomance because depending the perspective of the game you only will see 2 faces of the cube because the two in back and the one in the floor and in the top no will be visible for example in a Wolf3D.

  • For example on plugins you can have more than 200 for example, and you need to scroll or write in the search textbox to find it always that you want to use it.

    Why not a custom group? Like Favs, Last used, or one with the nae we want?

    So with that we will have the plugins/behaviours/shaders in the fist group at the top, without need to scroll or write it in the search textbox.

    Maybe an option to show "Last Used", Favs = For example right click on the plugin and a button to set fav or copy to a custom group.

    What you think?

  • Gigatron Oh! So you only will work on C2 shader, or you ocassionally will do some C3 shaders? if i remember well you said you will stop on C2 and start on C3 so i guess your first impresions were bad :S .

    Hope they create some kind of window on you can code the FX directly inside the C3 editor and see how the effect looks with their text editor or similar, like in shadertoy, since now all is canvas can be done.

  • R0J0hound i see, so, we are in Beta and you, Rexrainbow and all the coders that make C2 great with their plugins/behaviours/effects... still you don't have the C3 SDK to port your work ?

    I thought scirra already contacted with you and others to give the SDK to start porting but seems this is going to be slow.

    So i guess this month is for Besta test and in May will be release the version to pay/subscribe? Anybody knows?

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matriax

Member since 22 Jun, 2015

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