SnipG's Recent Forum Activity

  • Legends of Learning guide shows that game has to be multilingual, 4+1. All games need text, from what i can tell by that guide. And it also ask to format the text and choose correct fronts.

    But do Legends of Learning tells which are thous 4+1 languages or gamedev chooses them randomly?

    Can game be just in English and when needed/requested extra language can be added in later?

    I mean, do gamedev just has to design game with placeholder text, so game knows how to handle different language text with correct front and display it correctly and you guys can add it in later, with Json?

  • "Can one construct game 'launch' another game?"

    Iframe plugin could cut it. I haven't used it, but it could connect 2 games to third main one.

    Or you just make Base project. With layout and eventsheet for each team. Both open/get same base project, they name all their assets with their teamname_ and create them on their layout&eventsheet. Later you open their projects up and drag drop their work onto 1 project.

  • If you use stable release try editor.construct.net/r140

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  • "If you extend the alpha value to a vector4 to cover RGBA then it's still one multiply"

    If you use Set Color with RGBA, Alpha does not apply. Did you mean it should apply ?

  • Yes, this is bug. File new in github.

  • If tried example and put elastic to maximus, the effect is correct for pool game. Is there something else you looking for?

  • Example to fake it in c3: drive.google.com/file/d/1zokWZsejsKkabFvjdBWFHeUT1oGZFC63/view

    You can change the values to get better effect. Reading pixel in and somehow converting it, will be very slow. JS code does same effect drawing, you could remake it with sprites etc.

    There seems to be bug, can't apply blur vertical&horizontal to sprites, but if they fix it, you could get much better effect. Maybe even similar to your Iframe.

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  • I tried something, maybe this is what you looking for ?

    void main() { // Sprite Area vec2 uv= vTex; uv -= 0.5; // offset uv -= offset; // scale uv = scale * uv; // rotate uv = cos(rotate) * uv + sin(rotate) * vec2(uv.y, -uv.x); uv += 0.5; // center image in canvas - Not works on C2 //uv += 0.5; // Fix the tile thing uv = fract(uv); gl_FragColor = texture2D(samplerFront, uv); }

  • Nice, i once tried something similar and i had multiple problems, when tried to apply it on sprite.

  • I don't think you can do such thing so simple as shadertoy does it. Every sprite image is same as spritesheet it is in. So if you offset, you start to see other images on that spritesheet. You can make it maybe with tiledbackground and add exstra effects to it. Or ask Ashley to make sprite feature, so its texture won't be inside spritesheet.

    open.gl/textures

    See wrapping, you can't change that.

  • Worker mode biggest benefit is not that you can export with it or not, but possiblity that some bad loop etc does not crash your editor, resulting you loosing a lot of work. Now it stable enough to keep it constantly on.

    Gameplay seems a bit smoother with worker exports, but its Dt is not constant and also varies depending on browser so very smooth lerps/tweens etc could show some jankiness, also it's same with other browsers even when there is no worker mode.

    Not related but.

    What Nepeo said "VERY high spikes when you cross a loading threshold"

    This is pretty awful, sometime it feels like there is small spike(1-2 tick) but it somehow overflows into ~0.2sec. Not sure what causes it.

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SnipG

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