matriax's Recent Forum Activity

  • Hey macube , any news ?

  • In C2 there is a .FX and .XML so you can edit and try in runtime at anytime or do any edits to fit your needs.

    But how do the same on C3? How can i edit a FX ?

    I'm using the desktop version, downloaded and intalled some third party FX, i can unzip and i can see a .FX file. I guess i can edit the FX file and install/update the plugin but i have to restart C3. Is there anyway like in C2 so i can edit the .FX and press F4 to runtime and see the changes without exit/enter to C3?

  • I was looking for a traditional plugin system with various objects like scene, mesh,etc... and behaviours to add to mesh plugins for rotate or whatever.

    Like the old Babylon3D plugin that was abandoned and dropped support, i uploaded it here with the dev permission:

    patreon.com/posts/old-babylon3d-c2-27352972

    It uses the old 2.6v of Babylon.

    Here some videos i did time ago:

    youtube.com/watch

    Maybe looking the plugin you or somebody can see the amount of work, organization,etc... to get a first aproach or get an idea how to do.

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  • Interesting!, so are you doing the plugin for free release? Or for a paid version?

    I guess you are C2/C3-JS-WebGl skilled?

  • Due C3 finished the new runtime and babylon 4.0 has been released, wonder how much will cost (Aprox or range) do a Babylon.js plugin about it.

    babylonjs.com

  • I'm testing blends and it affects to all the objects behind the one with the blend.

    To avoid that and be applied to only the desired sprite, this two sprites, the one using blend, and the other who receive needs to be added in a different layer with "force own texture" enabled.

    Is there any way to apply a blend that affect only to the object behind, in the same layer?

  • Using canvas or paster, if you try to paste a sprite or another canvas/paster object with multiple FX, the output image (Using canvas or PasterUrl) only will have the sprites/objects with last FX added, not the others.

    A screenshot from where we thinks is the problem:

    Somebody knows how to fix it? After paste and export the image it should have all the FX added and keep transparency.

    I pay via paypal.

  • Hi R0J0hound , thanks for the comment.

    About canvas Eren fixed and now we have a version that allow effects and works in the same way that paster on runtime and the same problems on export. Also he added fill path with gradient/texture,etc... but this FX things seems is too complex.

    So, hope somebody with JS skills can fix the problem. In case is a big task, i'm willing to pay.

    I recently launched my Vector Drawing app made with C2:

    kronbits.itch.io/vecmaker

    And well, the ability to use effects/shaders will give a lot of options for creativity, speed up some work and add cool things.

  • Using canvas or paster, if you try to paste a sprite or another canvas/paster object with multiple FX, the output image only will have the sprites/objects with last FX added.

    The code that R0J0hound uses in their plugin is the same as C2runtime uses as Eren says, but we can't find the fix for none of them.

    A screenshot from Eren where he thinks is the problem:

    Somebody knows how to fix it?

    Tagged:

  • Hi R0J0hound ,

    Is there anyway to deactivate the AA on canvas plugin?

    I'm doing the shapes tool with bezier curves,etc... and they looks a bit blurry.

    If i set on C2: Pixel Rounding: On and Sampling:Point all is sharpen except the things drew in the canvas that have some small AA and they look perfectly smooth with that minimal AA.

    THe problem is that i need Sampling:Linear for textures and other stuff, and this seems to mix with the AA of canvas plugin.

    So, is there anyway to deactivate the AA on canvas plugin?

  • I have to test more but i think i fixed it with this:

    uv += 0.5/(divider);

    Then now no matter the divider still the image is on center, but i have to confirm to be 100% sure.

  • Well found an error due i'm suing an updated version with a divider:

    {
    	
    	// Sprite Area
    	vec2 uv= vTex; 
    	
    	// center image in canvas 1
    	uv -= 0.5; 
    	
    	// offset
     uv -= offset;
    	
    	// scale
     uv /= scale;
    
    	// rotate
     uv = cos(rotate) * uv + sin(rotate) * vec2(uv.y, -uv.x);
    	
    	
    	// center image in canvas 2
     uv += 0.5; 
    
    	// Fix the tile thing + Divider
    	vec2 n = vec2(1.0, 1.0) * divider;
     uv = fract(uv*n);
    
    	gl_FragColor = texture2D(samplerFront, uv);
    
    }
    

    vec2 n = vec2(1.0, 1.0) * divider;

    What i do i load an image on tuntime this one can be 10x10. So i scale it bigger than 1024x1024. What i do i set on Divider parameter that scalation, so i keep the orignal texture size to use the Scale parameter.

    Any idea how to fix?

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matriax

Member since 22 Jun, 2015

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