Everade's Recent Forum Activity

  • This topic seems to pop up a lot lately.

    construct.net/en/forum/construct-3/general-discussion-7/engine-performance-174186

    construct.net/en/forum/construct-3/general-discussion-7/help-editor-randomly-lagging-173900

    I can confirm that i ran into the exact same issue multiple times. Although not lately, simply because i didn't work on my project for some weeks.

    However i have a much smaller project with less than 2000 events/actions and 120 objects. Nothing fancy, and i still had 5 seconds lags when selecting (double click) js- or moving event blocks.

    64gb of ram btw.

  • Remove all "for each" conditions. They're redundant in this case.

    Also don't forget that you're running many collision checks with "is overlapping", which is very cpu intensive. Instead, create your UI hierarchies directly in the layout.

    That way, you can get rid of the entire hierarchy setup on runtime.

    And you can disable "collisions" on all sprites. All this only helps for performance issues during start of layout though.

    If you actually have performance issues when clicking the buttons, maybe try a different variant to animate your UI instead of "Tween".

  • Keep in mind that it's a 2D effect, but yes it could possibly work.

    The examples shown above are all 2D.

    I've no idea how Construct handles 3D in the backend and i'm not interested enough into Construct's basic 3D implementation to dig into it.

    Feel free to test it out yourself.

  • Release - NormalMap32 v1.9

    • Added Normal Map Angle parameter to support rotated and/or rotating normal maps.
    • Added light max id parameter to keep shader iterations in the WebGL2 variant as minimal as possible. Which further improves performance if you are not utilizing all 32 lights.

    These new features shift all parameter IDs by 2, meaning that existing projects need to be adjusted.

    New example project to showcase the new features is available for download.

    Rotating Example

  • NormalMap32

    Download from itch.io

    Download from construct.net

    Description

    NormalMap32 allows you to create and control up to 32 colored point lights that interact with a 2D normal map texture. The result is a simulated 3D lighting effect.

    What Is A Normal Map?

    Normal mapping is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. Each normal map pixel represents the direction in which the sprite's pixel is facing.

    How Does It Work?

    You have to create OpenGL/WebGL compatible normal map sprites for each 2D sprite you want to apply the effect onto. This normal map sprite is used as a foreground effect that needs to be placed on top of the original 2D sprite background.

    You can create Normal Map sprites either automatically using Normal Map Generator software, or draw them by hand. The NormalMap32 effect needs to be applied to each normal map sprite you've imported into Construct 3. Light sources are then defined within the parameters of each normal map sprite effect.

    Please note that a light source object is not a requirement, but it's a convenient way to create dynamic lights within your game, as shown in the fully documented example project.

    Examples

    Performance Considerations

    Applying the effect to lots of individual normal map sprites can be costly. It is recommended to apply the effect to a single layer instead. Set Max Light ID to the lowest possible value for enhanced shader performance.

    Notice

    NormalMap32 evolved from the NormalMapExtended addon. Compared to NormalMapExtended, NormalMap32 offers more functionality and less complexity in an overall enhanced package.

    Features

    • Supports WebGL1, WebGL2 and WebGPU.
    • Up to 32 simultaneous RGB light sources per normal map.
    • Linear, quadratic or mixed light falloff.
    • Distance clamping for spot light effects.
    • Supports flipped and rotated normal maps.
    • Global ambient RGB light.

    Tagged:

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  • Thanks for the swift fix!

    Although the links are correct now, there are no actual 4 pages, it shows always the same items.

  • The page navigation on the Profile -> Addons page of users is linking to the profile/tutorial section instead of profile/addons.

    Scroll to the bottom and try to navigate to Page 2-4

    construct.net/en/users/198994/skymen/addons

    Lovely guide and update, was able to create a webgl2 variant including webgl1 fallback with ease.

    Thank you!

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  • Just drag and drop the project file into Construct.

    Or if it's a project folder, import it using the Construct menu.

    You don't even need a license to open it. A project is not bound to any Construct license.

    Keep in mind that you will need the project file/folder, not an exported game.

  • Official multiplayer plugin which lacks interest management. construct.net/en/courses/online-multiplayer-construct-12

    You can use Websockets. construct.net/en/make-games/manuals/construct-3/plugin-reference/websocket

    Or a 3rd party plugin like Photon or Colyseus. construct.net/en/make-games/addons

    How to be counter-productive 101:

    Re-Post & increase sarcasm by 400%.

    Their products are education oriented. It's not made to remind devs, but kids. Get over it.

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Everade

Member since 24 Jun, 2014

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