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  • Yay Minit! I love that game.

    I'm pretty positive there's just a "light mask" sprite pinned to the player. The dithering effect comes from the fact that the sprite has a circular dither pattern on it.

    Should be able to reproduce this by creating a layer (for example named "lighting") that's: not transparent, background color is black, and "force own texture" is enabled. Then create a sprite that's all white to represent the light (this is your light mask) and set the blend mode on the sprite to "Destination Out". Make sure the light sprite is on the lighting" layer. Then simply pin that sprite to the player. There's several tutorial videos that show this. Just search for "lighting in construct 3" on youtube.

    The only thing left is to create a circular dither pattern on the light sprite itself. All white pixels will be see through and transparent pixels will reveal the black.

  • Thank you Colludium!

    Ashley As for use cases:

    • The simplest is to draw them at runtime just for debugging purposes.
    • As Colludium alluded to, drawing custom shapes with accurate collider at runtime
    • When 2 sprites collide we could compute the exact overlap shape
    • To easily compute line of sight & shadow casting by casting rays from player to polygon collider points (like here: https://www.youtube.com/watch?v=fc3nnG2CG8U)(yes I realize C3 already has LOS behavior & shadow casting plugin)
    • To create more advanced lighting effects by combining drawing canvas plus casting rays from light positions to polygon collider points (like here: https://medium.com/@NoelFB/remaking-celestes-lighting-3478d6f10bf)
    • Who knows what else the community will come up with
  • Colludium I have another challenge for you :)

    How about a 2nd expression in this same plugin where you can retrieve the collision polygon of a tile in a tilemap by providing it the tile ID?

    It would need 2 parameters, a tilemap UID and a number corresponding to the tile Id.

    I would be super grateful!

  • You are amazing. Thank you!

  • Darn. Would anyone else besides me find it extremely useful to read the collision polygon points?

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  • I'm mostly talking about sprites. Is there a way to read the collision polygon points similar to how you can read image points?

    For example on a sprite, you can do ImagePointX and ImagePointY. I don't see any expression like this for collision polygon points.

    If not that would be an excellent new feature.

  • Yes because THAT'S WHY C2 is better.

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  • You must use an "impulse file" to generate the reverb. The Effects Example has some files you could check and maybe use.

    Cheers!

    I don't know why I didn't think to check the examples. Thank you!

  • I'm looking to achieve a reverb effect through C3 somewhat like the reverb effect in Audacity. I don't see a reverb effect in the audio plugin but I'm not an audio expert so not sure if it can be achieved through multiple effects maybe. I see that the word "reverb" is used in the description of the "Convolution" effect.

    From https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/audio

    This allows for real-world locations to be recorded and the environment reverb applied to games

    So is it possible to achieve a reverb effect through C3?

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  • Ohhh I see what you meant now. I just misunderstood. Thanks Nepeo.

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Fib

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