WackyToaster's Recent Forum Activity

  • Cool effect, not sure where I could use it yet but time will tell. Would you mind doing a proper gaussian blur too maybe (since you also did motion blur)? I really feel like it is missing and using the combination of horizontal blur and vertical blur is meh. I tried it myself but I rather quickly gave up, you actually look like you know what you do unlike me :V

  • I am trying to set a tile at the place where each sprite would be and set it to the same opacity. I can't figure out what the problem is.

    Pretty easy actually :) you did everything right. You just forgot to set the tilemap_shader blend mode to destination out

  • After trying it a bit it honestly seems very performance hungry. So there's that.

  • That's really neat r0j0

  • Not certain what the exact purpose of this is but I have this thing I made a while ago and never used so feel free to add it if you want.

    wackytoaster.at/parachute/eggu0000.zip

  • Forbidden is weird, may have been some server error because it works fine for me. In any case

    drive.google.com/open

  • Thanks for testing. Did it automatically sign you into Play Services?

    Did it show your Play Services nickname and avatar upon completion?

    Were you able to load Leaderboards?

    Yes

    Yes

    Yes, achievements too

    One thing I could note is that the game crashes on first startup upon downloading, but then works perfectly fine after that. Don´t know why that would be.

  • Works fine on my end.

  • You made me curious so here you go :) That´s how I´d do it.

    wackytoaster.at/parachute/coloringCanvasPercent.c3p

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I see, you destroyed the object but not the associated particle. A better breakdown for individual plugins sounds like a good idea.

  • Hmm you probably have to loop through it, depending on how exact it has to be you probably want to not loop through on a per-pixel basis but maybe a 3x3 or 5x5 pixel basis (and not every tick) for performance reasons. A full HD image checked on a per-pixel basis would mean just above 2 million checks aka really slow. I think you would get the best result in terms of performance you´ll get by scaling whatever image you have down to a much smaller resolution (like a tenth maybe? 192x108 px) and use that for comparing rather than the full sized image.

    Then you loop through that grid on the canvas (snapshot), and if there is color on the canvas (using DrawingCanvas.SnapshotAlphaAt) on that tile attemt to pick the sprite with pick overlapping point. If it is picked, that part of the tile has color and you could increase a variable to keep track of how many tiles are colored VS the amount of tiles and simply calculate the percentage from that.

    Note that by picking the Sprite like this it uses the collision polygon of the sprite to check if it is overlapping or not, it may be a bit imprecise. You probably can instead use a second canvas that you copy the image on and check that DrawingCanvas.SnapshotAlphaAt against the first canvas' DrawingCanvas.SnapshotAlphaAt.

    I have not tried this so no guarantees :)

  • Is the device in silent mode? I had quite some headaches simply because silent mode will actually silence apps that use wkwebview (aka what Construct uses) for some reason while other apps keep working fine.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs