skymen's Recent Forum Activity

  • What I did personally, is redoing what the dude in the post I've shown in my previous message. The result is quite satisfying

  • I found a way to put two events in the same box even if they shouldn't be. Like the "Trigger once while true" and "On function" and so on. For the moment, it helps me doing some things and don't seem to be creating any bug or glitch, so I would rather say it's a tip and trick, but, if it happened that it may cause any problem, here is how I did it:

    Anyway, that's still useful if a function is called in multiple following frames, like on a "Is key pressed" condition:

  • Ashley

    Yep, as I said, what was really making the game laggy was the blur on lightning and the motion blur.

    Deactivating one of the two would give me some extra FPS and deactivating both would give me back my 60FPS, so I think that's what I'll do .

    Thank you anyway!

    (Btw, I found a way to put two events in the same box even if they shouldn't be. Like the "Trigger once while true" and "On function" and so on. For the moment, it helps me doing some things and don't seem to be creating any bug or glitch, so I would rather say it's a tip and trick, but, if it happened that it may cause any problem, here is how I did it:

    Anyway, that's still useful if a function is called in multiple following frames, like on a "Is key pressed" condition:

  • Mmh, yeah, I see.

    As I may export to NW.js, I think that I'll juste make a loop that goes trough every object and deactivate its effects.

    Even so I've been in the 'profile' tab in debug mode, and it seems that what causes most lag is my blur effect on lightning and the motion blur I added.

    Anyway, thank you

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  • Hi. I'm making an 'options' menu for my game. And I would like to turn off the WebGL completely as the 'Fastest' graphic mode.

    So, is there a way to toggle WebGL in game?

  • Yes, something like this : (add https)://www.scirra.com/forum/request-directional-blur_t122854

  • You can also use the pulse WebGL effect I think

  • Mmh, I managed to get a motion blur to work, however this was absolutely not what I expected...

    I expected to get something like that: (https)://www.scirra.com/forum/request-directional-blur_t122854

    Or at least like that: (https)://youtu.be/Siud1xP8Veg

  • Asmodean Ah. Well that's a huge mistake I made!

    Thank you mate x)

    EDIT: Sooooo... I don't have a single chuking idea of how to translate this into OpenGL Shading Language. Can someone help me here?

  • What should I put in its place?

    I've seen many tutorials like this one: (add in http)://www.w3schools.com/js/js_functions.asp

    They all use 'function'.

    Also, for the setTimeout() call, it doesn"t give me any error, and I've seen it here:

    (add in http)://stackoverflow.com/questions/14226803/javascript-wait-5-seconds-before-executing-next-line

  • Hi, I'm currently trying to make a fast motion blur effect for my game

    Here is the fx's file code:

    //////////////////////////////////////////////////////////////////////////
    // Motion Blur effect
    varying mediump vec2 vTex;
    uniform mediump sampler2D samplerFront;
    uniform mediump float quality;
    uniform mediump float seconds;
    
    function scrUpdater() {
    		mediump vec4 front = texture2D(samplerFront, vTex);
            gl_FragColor = front + oldfront*quality/100 ;
        }
    
    void main(void)
    {
    	if (seconds == 0){
    		mediump vec4 front = texture2D(samplerFront, vTex);
            gl_FragColor = front;
    	}
    	else {
    		mediump vec4 oldfront = texture2D(samplerFront, vTex);
    		setTimeout(scrUpdater(), 10);
    	}
    }
    
    [/code:q701en8b]
    
    When I use it in Construct 2, I get this error:
    
    [img="http://image.noelshack.com/fichiers/2015/52/1450886713-javascript-error.png"]
    
    Can someone help me?
  • Hey, as no one made a motion blur effect for construct, I'm trying to do it on my own.

    Anyway, I'm new to javascript, so I got a few questions.

    I've made some researches on how the effect should work, and I found that what the effect does is:

    1- Copies the canvas (or whatever name you call it, the part of the game that is currently displayed on screen)

    2- Adds to it some blurry effect

    3- After 1 frame, blends it to the current canvas

    4- Go back to step one.

    So, I know how to blend images.

    I kinda know how to add that blurry effect.

    But, the whole problem is that I neither know how to "copy" the canvas nor how to "wait" 1 frame

    Could some awesome javascripter help me with this one? ^^

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skymen

Member since 3 Aug, 2015

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    Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.