WackyToaster's Recent Forum Activity

  • Just wanted to chime in, seems like I'm going with webGPU disabled for now since having it set to auto can just lead to very weird graphic corruptions on some "random" devices. I don't know if having it set to auto currently is appropriate considering it can be this unstable. I'd vouch for it to be set to "no" per default until this actually works stable on all devices that claim to support it and then do this:

    Screen recording from a friend

    Xiaomi 13 Pro, OS 1.0.9.0.UMBEUXM, Android version 14 UKQ1.230804.001

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    EDIT: I've been told that it is set to "no" on stable releases. I had no idea because I'm always cruising on the beta branch! :D

  • You can right click > Invert conditions.

  • 99% sure this should not be a problem. Not legal advice :P

  • I don't know what the result of the random meshes would be, but I'm not able to create the code.

    But I am. Took me a little while to figure this out I have to admit. Basically I'm distorting a mesh based on the waves of a perlin noise function. You do need quite some meshpoints for it to look good so I have no idea how performant this is, but I'd say use as little of them as possible. I'm pretty sure doing this inside a shader would be more performant but I have no idea about coding shaders.

    wackytoaster.at/parachute/perlindistortion.c3p

  • Yeah in your example it's quite clear that the effect goes crazy near the edges. It used to do that everywhere tho so at least that's an improvement. Perhaps you'd have to look into a different way of getting the effect you want. Maybe could simply turn it into a sprite animation with some other tool? Or you could create a mesh on the object that you sort of randomly distort to maybe get a similar effect?

  • Which water effect are you using actually? I've got curious and tried it and to me it seems they have been updated at some point and the camera position doesn't have too much of an effect anymore (only near the edges). It's so much better than I remember.

  • How about doing the reverse thing?

    1. Move the canvas offscreen

    2. Paste the object

    3. Move the canvas back onscreen

  • Inside a single action

    1. Move the sprite to the position you want it to appear on

    2. Use the canvas action to paste the sprite on the canvas

    3. Move the sprite offscreen again

  • This is an unfortunate sideeffect of how the water shader is programmed. It only works properly with a static camera. I'd love to see one that does not rely on the camera position.

  • Thanks for the answers. It's just that I duplicate a bunch of tilemap objects across my layouts and I sometimes stumble upon random assortment of tiles outside of the actually used area when I have to scale the map bigger. But considering even deleting them doesn't exactly do anything I might skip deleting it (but my brain hates it that I know they are there :V)

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  • I've wondered this for a while. If you take a tilemap, draw a bunch of tiles and then scale the tilemap smaller, the tiles visually disappear. If you scale it back up they reappear, so they are clearly not deleted. But does it mean they use up any kind of space or processing? As in: Should I always make sure to delete them or is it basically irrelevant?

  • There's also this example project utilizing the HTML Element

    editor.construct.net

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WackyToaster

Member since 18 Feb, 2014

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