There is no documentation so far as i searched the forum, however based on my own experience i can explain the functionalities and parameters as follows:

"RotSpeed" controls the speed of spin a positive value spins to left a negative value spins the opposite direction.

"X Rotation": Enables, the rotation on X axis (this in Construct is the 3D relative X Spin from top view). value 1 goes left -1 goes right.

"Y Rotation": Enables, the rotation Y axis (this in Construct would be the 3D relative Z spin from top View). value 1 goes up -1 goes down.

"Z Rotation": Enables, the rotation on Z axis (this in Construct is the angle spin or 3D Y Spin from Top View). value 1 goes clockwise -1 anticlockwise.

A value of 0 means it doesn't spin on any of the parameters.

The image sprite must be 512x256 or a value of 512/2 u can go as low as 256x128. Other values lower than that might cause issues cause of the zoom level which in this version is not present as a customizable parameter.


1.0 Stable (2.27 KB)



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  • Pretty good, but there are bugs. When you stop the ball is painted in a solid color. I also noticed that it sometimes turns unnaturally sometimes too quickly speed, then too slowly speed. Could you implement a working billiard ball so that when the billiard ball rolls, its scroll speed to the rotation speed is taken into account and the picture correctly takes into account all speeds.?

    • the effect is using the old effect by chrisbrobs i just ported it, didn't made the plugin code itself.

      for the billiard balls i think i did the demo for that type of gameplay, but it has problems, mostly because of the way the texture is wrapped, the matrix of the texture is not perfectly wrapped for some reason, it cuts on top and bottom of ball, as i mentioned im working on another effect, that has most of this issues solved.

      to explain the usage better, is that you need to give flags for rotation 1 or -1 to spin then just give it speed to roll.

      param 0 is speed, 1 X roll flag meaning 1 for right -1 for left i think unless is the version where i reversed it and then is 1 for right and -1 for left.

      param 2 is y roll flag works similar to X roll flag,

      you can change the flags using the physics velocityX or velocityY in this formula

      object.velocityx / abs(object.velocityx)

      object.velocityy / abs(object.velocityy)

  • why does it clamp black into alpha by default?