matriax's Recent Forum Activity

  • Thanks R0J0hound for the reply, but the idea is be able to do any kind of curve like that with the same formula.

    ---

    Have some question, i think inkscape uses the same 4 control points to create a curve as we on C2.

    Two points for Start/end of the curve, (Self.XY) and (Next.XY).

    Two points to create curves/wave forms: (b1x,b1y) and (b2x,b2y).

    If i'm wrong, what i'm missing?

    ---

    Edit: forgot to mention something about the curves but well, better step by step.

  • Hi R0J0hound one question, is possible do a perfect curve using only one simple tension point between two vertices?

    The one we get is a bit weird:

    Maybe is possible change how the bezier curve is done by default, the math or something to get a perfect rounded curve?

    Like in your example of the curve box:

    That curve made with that tension point, is possible get a perfect/rounded curve?

  • Thanks! We will try, hope that works as expected on canvas plugin system.

  • R0J0hound Too maths for us, no idea how to fix this one, can you please help us with that? We are so close to achieve it XD

  • I will try to see what can i do with that R0J0hound , thanks.

    newt , yes, export in transparent .png is what i'm looking for.

  • About canvas and multiple objects i need layers due:

    1.- To apply shaders. They can't be added to canvas. Also not on textures due for example OUTLINE needs the texture have space around to work, same for glow and others like that.

    2.- Using blend DestinationIn or Atop for textures that works to make only the canvas shape textured they make background black, with shader on their layer background become transparent(I don't know why), and then textures and all looks correctly.

    3.- Move them easily in an order with their texture on each one have their unique shaders and X visuals added.

    -

    About the math behind your .capx, sincerely no understand nothing. I found that fix on my one(that only works in one scenario) just with trial&error adding numbers and looking how far is the point from the curve to fix the difference no idea why i have to divide by 4 the distance or similar just is what it works XD

    I don't know how much complex will be fix it but if you are available i'm willing to pay. After fix that i'm gonna need the system to add/remove vertices/tension points to create in real time any shape.

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  • Well, found the expresion at least when the line is a 90º

    For X:

    WaterControl(1).x+((WaterControl(1).x-WaterControl(2).x)+(WaterControl(1).x-WaterControl(2).x)/4)

    For Y:

    WaterControl(1).y+((WaterControl(1).y-WaterControl(2).y)+(WaterControl(1).y+WaterControl(2).y)/4)

    But when the line is not 90º then not looks good:

    cdn.pbrd.co/images/HWA89Bo.gif

    too much maths for me :S , Any idea?

    Also when i move the line the beizer curves changes and it not should. I mean, you move the bezier curve to some point and if you move one of the line points the beziers curve not should change but adapt to the new line point like in the gif reference of how should works: cdn.pbrd.co/images/HTWNHMh.gif .

  • With dop2000 help, using canvas plugin i achieved this, each shape(canvas) needs to be on his own layer for FX/Texture purposes.

    With "move to layer" and "move behind" i can change their order in real time.

    The thing we can't fix it is the control point. For the line they are ok, they go from one point to another. But for the bezier curve, when more higher is, more far the control point is from the curve, instead of set over the curve, like in the line control points.

    Here is the .capx

    drive.google.com/file/d/1LI5LCHUSzmXM4tv_hJcKTaF5mJgau2kU/view

    Is there any workaround/math to fix that R0J0hound ?

  • That looks great, i guess using the canvas plugin? Or just events?

    The idea is create my own program to create 2D assets, so drawing the polygon and then add gradients, textures, shaders,etc... this is a first sketch of the app i have in mind:

    cdn.pbrd.co/images/HWhkn53.png

    Still needs some tweaks but you get the point.

  • Is for drawing purposes, no colissions needed.

    Here the main idea:

    cdn.pbrd.co/images/HTWNHMh.gif

    (This is from some animation graph program)

    But imagine you start with a square, triangle,etc.. and you add/remove/edit vertices. Between each vertice there is a tension point to generate the curves

  • Is possible create some shader to do this?

    Start with a Triangle, Square,etc... and then edit the vertices position, and between each vertice a tension point for curves.

    cdn.pbrd.co/images/HWgs3EX.png

    Tried with canvas plugin but, or can't be done or to make this needs lots of math skills i not have :(

    Any idea?

  • I see, but is a normal mag generation only, the other by gameswrap add the normal map to the sprite is the FX in real time, btw looks interesting i will take a look too, thanks!

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matriax

Member since 22 Jun, 2015

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