How do i make realistic water like this on Construct ?

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  • pixelipy.itch.io/water-2d-simulation

    how can i make something like this on construct?

    add me on discord ZtarDuzt#8322 if you can help , thank you

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  • did you check this tutorial construct.net/en/tutorials/create-water-games-2172 ? might help :)

  • https://www.construct.net/en/game-assets/addons/water-simulation-841

    it's paid but looks like what you want.

  • Thanks dude, i just bought that, i tried it and its perfect Thats exactly what i wanted to do, but now i saw that its created with a plugin/addon & i dont rly use addons so now im trying to see how to re create the addon basicaly with just code

  • Oh I see,

    yea I think it would be possible using events with a mesh on a tiled bg and some math.

  • Yeah i think so too, i dont think its anything too complicated, im sure it can even be done in like under 20events easily

  • Here's one way to do it with springs. One spring to maintain a water level and two more to make the water level between two points match. You merely need to tune the spring forces and damping to adjust how it looks.

    dropbox.com/s/i894ii72hzpx8a9/spring_water.capx

  • very nice!

  • ROFL!! see fedca i told you it could be done in like 20events, R0J0 did it in 4! 4BRO 4!!! this guy is a genius , thank you so much , now let me do the usual , play around with it and try my best to understand it so i can re-produce , if any of you guys want to add me on discord ZtarDuzt#8322 and i will give u guys a free copy of my game when its done. plus u guys need help with anything or wanna work together or a project for fun, we can do it over discord.

  • Here's one way to do it with springs. One spring to maintain a water level and two more to make the water level between two points match. You merely need to tune the spring forces and damping to adjust how it looks.

    https://www.dropbox.com/s/i894ii72hzpx8a9/spring_water.capx?dl=1

    self.vy*dt so why do you have delta time in the formula? is it even needed?

  • ok so im understanding it alot better now , but i noticed that variable k2 and d2 dont affect anything, ive changed them alot i dont really see a change?

  • self.vy*dt so why do you have delta time in the formula? is it even needed?

    Without it, it would be framerate dependant.

    After some research I realized thqt addon sadly is, making it look different on higher refresh rate devices. So this is a step up!

    Now I am interested to figure out how to make it a smooth mesh version...

  • Thats what ive been trying to do this whole time, ive just been trying to make it clonable so i can place multiple waters and it places the nodes automatically on all waters , but i cant figure how to seperate the nodes

  • > self.vy*dt so why do you have delta time in the formula? is it even needed?

    Without it, it would be framerate dependant.

    After some research I realized thqt addon sadly is, making it look different on higher refresh rate devices. So this is a step up!

    Now I am interested to figure out how to make it a smooth mesh version...

    gosh, does this mean i have to use dt for all my code on all my games now?

    and btw how do i use two or more variables like this , im obviously using it wrong

    ((self.dy-waterNode(self.ID(self.n-1).dy)

  • if you set something every tick you need to use delta time!

    The default movement behaviours are already programmed to be framerate independent though.

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