Cameron9990's Forum Posts

  • Buddy you need to go to the image editor and make sure every frame of the image is cropped completely. You have blank space around one of your sprites with transparent pixels. You need to manually erase those then crop the images.

    If you have even the faintest transparent glow of a pixel the outline will draw around that.

    I see this all of the time when I'm editing graphics and try using drop shadow something before I cleaned up all of the pixels around it.

    Nope, none of this. I already said what ended up fixing it. But all of the sprites in this project are 1 frame, and believe me, I've gone over the edges with a large eraser many times.

  • I think that's just a combination of issues.

    The spritesheet bleeding is a common issue/tradeoff. The outline plugin simply sees some pixels and outlines them.

    The solution is to change the downscaling quality in the project settings to high. It's "not recommended" but it's kind of the only real fix for the issue. I think the other option would be to entirely disable spritesheets, but I think that's a worse idea than the downscaling quality.

    ...what? I changed the downscaling quality of my project. it was Medium... but changing it, both low and high fixed it... what? Why? What's wrong with Medium?

  • I think that's just a combination of issues.

    The spritesheet bleeding is a common issue/tradeoff. The outline plugin simply sees some pixels and outlines them.

    The solution is to change the downscaling quality in the project settings to high. It's "not recommended" but it's kind of the only real fix for the issue. I think the other option would be to entirely disable spritesheets, but I think that's a worse idea than the downscaling quality.

    How do I disable spritesheets? My project isn't too high quality, it's only 1024 x 576

  • How about.. you upload an example so the devs can check.

    Create a rapid proto

    This is the only project I've made that this is happening to, but it's been happening to most object types. So best I can do here is upload the project I've been making. Before adding better outlines this had never happened so i assumed at the time that that was the issue.

  • This looks familiar somehow...

    What we do know is an outline effect works by coloring transparent pixels if there are pixels around it that aren't transparent on the texture.

    Maybe since the effect samples pixels far from the pixels on the sprite it could be sampling pixels from other sprite sheeted images.

    So maybe the effect isn't clamping the sampling to to just within the current sub-texture.

    If that is the case then either the effect could be modified, or we could take advantage to how the c3's effect compositor works to avoid sampling beyond the frame (sub-texture). You could do that by adding another effect to the object, and order that to be before the outline effect. When there are multiple effects the first effect is drawn to a temporary texture and that is used as input for the next one. With that nothing would be beyond the image to possibly sample.

    Anyways, just an idea.

    Huh... after some testing it's an issue with construct? For one of my objects I ended up both removing the effect entirely as well as removing it from the family, the object has 0 effects or behaviors, and it still looks like this.

    Which once again, the strange outline changes depending on if my page is full screen or not and is visible in the editor despite the sprite not having any such lines.

    Edit: I have now also moved the objects layer around as well, still didn't change anything.

    Edit 2: Have now changed the object's sampling to the 3 other options, the only one that got rid of it was "Nearest"... but that one made it look ugly.

  • This looks familiar somehow...

    What we do know is an outline effect works by coloring transparent pixels if there are pixels around it that aren't transparent on the texture.

    Maybe since the effect samples pixels far from the pixels on the sprite it could be sampling pixels from other sprite sheeted images.

    So maybe the effect isn't clamping the sampling to to just within the current sub-texture.

    If that is the case then either the effect could be modified, or we could take advantage to how the c3's effect compositor works to avoid sampling beyond the frame (sub-texture). You could do that by adding another effect to the object, and order that to be before the outline effect. When there are multiple effects the first effect is drawn to a temporary texture and that is used as input for the next one. With that nothing would be beyond the image to possibly sample.

    Anyways, just an idea.

    It looks familiar because I posted about this 6 months ago and never got an answer, lol. This is actually the third time I've posted this. I'll try that out. I didn't think all these images would share a sprite sheet. Is it because I put them in a family with other objects?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I'm having an issue with this plugin, I've heard it's the best one for this so I'm hoping for a fix or for one to magically work better. Basically for some of my objects, depending on where the object is placed, and whether or not my window is in full screen mode, it'll just add a bit of the outline to different parts of the whole object as apposed to just the art itself. I even changed the hitbox on the object and it's still the outline. I'm very confused as it even looks like this in the editor and I really don't know how to fix it. Can someone please help me.

    The first image is with a smaller window, the second image is when I full screened it. It wasn't always doing this and then suddenly they just started popping up and I don't know why.

    Tagged:

  • Wait, so there's no way to make a true 3D game yet? No 3D platforming. No interacting with anything on the walls. It's all fake 3D just interacting on a 2D plane?

  • Never use the model's hitbox for collisions or other interactions; instead, create an invisible sprite and attach the model to it.

    This isn't just specific to Construct 3—it's generally good practice to use a separate invisible collider in the shape of a square, capsule, or circle.

    If you still need the model itself to handle collisions, enable the bounding box around the model and use that as a guide.

    I was just using click on object. Nothing special. How would adding another 3D object change the fact that I can't click on it?

  • So I'm making my first 3d game and I'm coming into a major issue. The hitbox of my 3D object, instead of being the whole object, is the side of the object that's on the floor. Like if I click on the mobs face, it does nothing, if I click on their feet, it deals damage. What's happening? The collision polygon is the whole box, but it's just not working.

    Tagged:

  • > A 3D shape, I just put a 2D sprite on a 3D shape, I expected to be able to animate it.

    It is possible; there are many examples in Construct 3, and here's another one.

    https://fex.net/s/zsfcr0r

    Very easy, I didn't realize what I was looking at before. I haven't made a 3D game on here yet. Thank you.

  • Apparently the one that i was using in my project 4 months ago is no longer free, just went back to do some more work on the game and got very disappointed. Just tried like 7 different sites and couldn't get any of them to work.

    Tagged:

  • To prop up a sprite in 3d it will require a 2x2 mesh distort and some math.

    You’d start with an unrotated sprite with a 2x2 mesh distort.

    Steps to do it for each corner is:

    1. Get corner position

    2. Subtract object center

    3. Rotate 90 on xz plane

    4. Rotate on the xy plane towards the direction you want to face

    5. Set the mesh point. But you have to divide x by sprite.width and y by sprite.height.

    The math for xy rotation of a point is:

    Rotx = x*cos(a)-y*sin(a)

    Roty = x*sin(a)+y*cos(a)

    Xy rotation is similar. Just replace y with z in the above formulas.

    In the end all those steps can reduce down to a relatively compact formula.

    But if following a math recipe isn’t your thing, you’ll have to wait till I have time to bake an example at a later date.

    This one... I just have no idea what you're talking about. 2x2 Mesh distort? I can't find that on behaviors or objects or anything. Any mesh options I'm seeing on the event sheet have nothing to do with rotation. And looking at the object properties I don't see anything about the mesh either. What am I missing? Is there a good tutorial for this?

  • Which 3D object are you referring to?

    If it's a 3D model, the animation should already be embedded in the model; you just need to open it and play it.

    If it's a 3D shape, you can assign a sprite to a face and then play the animation on that sprite.

    A 3D shape, I just put a 2D sprite on a 3D shape, I expected to be able to animate it.

  • I'd either need to give an animation to a 3D object, or have a way to stand up a normal sprite. Is there any way to do either of these things?