Mikal's Recent Forum Activity

  • Cute little demo. Multiplayer working locally (3 tabs open in Chrome, Host, Player0, Player1). Looks like good sync between clients. Is the multiplayer peer-to-peer (so all local for my test) or is it client, server?

  • I liked watching the world generation.

    I played a little bit, but both in the tutorial and in the game, the second or third time I moved 3 times and ran out of moves, I could not advance the game using the spacebar or x, I was stuck, not moving. What am I missing?

  • Check out this link about procedurally generating levels for a platformer:

    http://www.gamasutra.com/view/feature/1 ... dural_.php

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  • That effect looks great and as you mention sounds like it's pretty cheap in terms of performance. Is this like Mario 'star' power mode, where it doesn't matter what color you are, you destroy all buildings (because it's obviously hard to know what color band to tap with rainbow effect.)

    Looking forward to the playable.

  • Added some more parameters to the level description:

    • How 'full' the trees are in terms of blossoms (e.g. from full blossom to bare branches, done through Animation of the branch sprite)
    • How many petals fall (so, few blossoms in tree, fewer blossoms falling.)
    • Added light mask over lamp, so trees are roughly lit based on distance from lamp
    • Overall looks a little dark so tweaking that.
    • I have a very rough narrative: start with full branches, lots of petals, go to less full branches and fewer petals, now working on an 'end' level, which will cap the 'narrative.'

    Branches with fewer blosssoms:

  • I am not sure if it's any better than screencastify, but I am using GifCam

  • Played it, I had a good time and I liked the ending (it seems very personal, which was good.) The music was tied nicely to the theme.

    One quick note, there seems to be a clipping problem when the moon is placed (at least in my browser, the top tip of the moon is cut off.) I also clicked too quickly on the end screen, so only got to see part of the message, I guess I'll have to play through again! Great job getting it out.

  • Ah! So are the controls basically touching the different color bands in the background? Clever! I think the checkerboard texture is distracting, I like the original better without the checkerboard (or is that an artifact of your video capture?)

  • I got the rotating normal maps working including distance and angle to the light source (again only needed because I was rotating normal maps, if you are not rotating the normal map, none of this work is needed for the Normal Map Extended effect.)

    I will take a look at the shader code at some point. For now, I'll work with what is available, changing the parameters of the effect as needed to do what I need externally (with some possible error due to the level of control, but overall I think it looks reasonable.) Here's an update with distance to light source and angle to light source also adjusted for. In the previous the distance and angle (90) was uniform (as if the moon was overhead.) In this example I moved the light source to the particle object in the lamp. To do this, I dynamically adjust the lightDistance and lightAngle on a per NormalMap basis. Distance was easy, the angle was again some basic trig, using atan (arc tangent) to get the angle.

    Event snippet (again can be optimized to just a for each of the SwirlNormals):

  • I wanted the stones to rotate again, so I did a quick hack to make the object rotation with normal maps work well enough. Here is the result:

    For each rotating object, I change the location of the light X,Y so, that the light location rotates around the object/normal map in the opposite direction with a fixed distance. Using some basic trig to figure out the formulas for the X,Y location of the light, I got this effect, which looks pretty good. Generally, the shadows are on the bottom of the stones and the lit portions are on the top. This models uniform moonlight (not the point light of the lantern) coming from above the stones. Using x=R*cos(angle), y=R*sin(angle) to define the circle trajectory (with adjustments for 90 being coming from above and 180 to make it on the correct side.) I think there is a good chance I can make it look better by adjusting and changing the normal maps themselves (in Sprite Dlight.)

    Event snippet (must do adjustment separately for each stone since they are rotating differently, on creation, I capture the UID of each normal map associated with each stone diffuse texture.)

  • I did a quick hack to make the object rotation with normal maps work well enough. Here is the result:

    For each rotating object, I change the location of the light X,Y so, that the light location rotates around the object/normal map in the opposite direction with a fixed distance. Using some basic trig to figure out the formulas for the X,Y location of the light, I got this effect, which looks pretty good. Generally, the shadows are on the bottom of the stones and the lit portions are on the top. This models uniform moonlight (not the point light of the lantern) coming from above the stones. Using x=R*cos(angle), y=R*sin(angle) to define the circle trajectory (with adjustments for 90 being coming from above and 180 to make it on the correct side.) I think there is a good chance I can make it look better by adjusting and changing the normal maps themselves (in Sprite Dlight.)

    Event snippet (must do adjustment separately for each stone since they are rotating differently, on creation, I capture the UID of each normal map associated with each stone diffuse texture.) I think I can actually simplify this by just using the X/Y of the SwirlNormals and can just loop through those instances.

    A better way to do all this would be to change the shader itself, so it takes a rotation angle of the normal map/object and then modifies the normals based on that rotation angle, this would be much more flexible and is left as an exercise for the reader.

  • Xefni

    Experimenting with normal map lighting.

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Mikal

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Member since 22 Apr, 2016

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