R0J0hound's Forum Posts

  • digitalsoapbox

    That sounds right. Yeah, you'd just need to do it for one instance of a type since animations are shared with the other instances.

  • digitalsoapbox

    That's probably it exactly. At preview each image is seperate and after export the images are packed with one pixel outlines so they don't bleed into each other. You could try point sampling if it doesn't affect the look too much.

    You could undo the packing by loading the frames manually at runtime. Maybe also replace the packed images with a tiny image so it doesn't affect the VRAM usage.

  • digitalsoapbox

    It's probably related to sampling. Maybe making the lower resolution a multiple of the higher one may help? Like if the higher res is 100x100 make the lower one 50x50 or something?

  • To make C2 run natively on Mac basically involves replacing the Windows only parts with Mac equivalents. In actuality it's not a simple replacement as the Mac stuff can be designed in an entirely different way, so a lot more code would need to be re-written.

    C3 is that rewrite.

  • Probably re-installing C2 will fix that file.

  • It's probably slower to pick and unpin objects that aren't moving instead of just leaving them pinned.

  • Here's one way:

    global number starty=0

    global number miny=0

    on jump

    --- set starty to player.y

    --- set miny to player.y

    on landed

    --- set text to starty-miny

    every tick

    --- set miny to min(miny, player.y)

  • C2's render is quad only so the vertex shader would have only 4 vertices to manipulate, so there wouldn't be much variety in shaders. Also there is the overhead of changing the shader and sending the parameters to the gpu. My argument is it would probably be slower with such a low vertex count.

    Vertex shaders could be useful if a plugin was made that had a high polygon mesh, but you'd be doing custom webgl to render that anyway so that would be the place to do it.

    • Post link icon

    I'm impressed with the one year time frame you give yourself. I wish I had that kind of patience for a project.

    Choosing to do it in Construct is probably not the fastest method, but it makes for a challenge.

    I know you already plan on supporting a subset of the plugins but I'd recommend only implementing only a subset of the engine's features, at least initially. The idea is to get something working early on so you can get motivation and/or a better picture of the work involved early on. This will lead to needing to refactor your code later as you add stuff, but you'll be doing that anyway if you tried to implement everything at once.

    You may find it interesting that events aren't converted to javascript. They are run by the event engine which in turn runs the javascript in plugins and the engine, while it also updates the picked object lists.

    Anyways I'm sure it will be very good coding practice no matter the result.

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  • Cherico

    You need to built the text with the & operator. For example: "rgb(" & variable1 & "," & variable2 & "," & variable3 & ")"

    andykenobi

    I haven't worked on this in a bit. I think I fixed the sampling in the paster plugin but I'm avoiding working on plugins.

    You can paste a sprite with the "destination-out" blend to erase. I'm probably not adding anything more to this plugin.

  • All the effects are just pixel shaders. Vertex shaders applied to quads aren't too interesting so I can see why they wouldn't be included.

    Now if you were to learn how to use webgl you conviably could write a plugin that uses a custom vertex shader.

  • The effect parameters could possibly be tweaked to do that but idk. It would probably be done by figuring out the perspective transform of it, then picking apart the math in the effect to see if they can be matched somehow.

    In the end I don't think this effect is actually useful for something like in that video or fzero/Mario cart type stuff. It's just too tedious to use.

  • Waltuo

    The only limits are how much video ram you have available and the maximum texture size supported by your device.

  • Pick the object you want to copy, store Sprite.asJSON into a variable, create a new object, and use the "load from json" action to load the value you saved to a variable.

  • You can't use an expression like that when setting the text property in the editor. For that it's easier to do use some placeholder text and then replace it later with events.

    something like this:

    Hi $hero, do you like jalapeños?

    Then in events set text to replace(self.text, "$hero", heroNameGlobal)