Mikal's Recent Forum Activity

  • Here's what I mean about applying texture across many sprites as an example (using C3 physics.)

    Each block is a sprite w/ one big texture. A function creates a rectangle of sprites and 'divides' a building texture between the sprites and then we can apply physics to the sprite group and have fun with the building. I am hoping this is applicable to LFJS...

    OffsetTexture Addon and Example

  • For texture mapping across rectangular objects to create a 'complete' rectangular object, I'm thinking that something like a building could have one big texture map of the building assigned to the LFJS 'bricks' that make up the building. Then perhaps at runtime, create the building brick by brick in place and use a texture map effect to pick a sub-image of the full texture depending on the location of the brick in the building (e.g. a srcOriginStart, srcOriginEnd offset into the larger texture, it would be easy to create this effect.) Then have a Giant Robot smash the building and have fun!

  • I created a new version (overwrote the original link above) that does not use any effects, instead it now uses blend mode dest out and force own texture on a layer. Please download again.

    Note that collision checks grow and grow as more destruction is done, it may be better to have the destruction be simple and clean w/ less randomness, C3 may handle the collision checks better w/ a 'cleaner' shape of the tilemap.

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  • Oh, strange, I tried to 'bundle' those in the c3p project file, perhaps effects don't bundle when in developer mode. I'm going to try another method w/o effects at all. I will upload that if it works.

  • This looks amazing, I am looking forward to the release and seeing what everyone does with it.

  • Thanks for the comments.

    Yes, it would be good to add particles (and perhaps even real sprite particles w/ physics and fade out.)

    I did this with C3 (I know this is a C2 thread), but here's the template anyway, bundled w/ the new effects (I removed/edited all purchased art assets and the Spine character.)

    C3 Template

  • I used this great template to put something together.

    Due to all the dead links, I couldn't tell if people had already done something similar.

    I used the tilemap as a mask for an image using a new effect which put a color key where the tilemap was transparent and the image where the tilemap tile was present. To add back a 'background' behind the image, I added another image on 'top' which used the color-key as a kind of inverse chroma key. This way we can a get a pixel-accurate image destructible.

    I know this might have already been done, but it was fun for me to try it based on the original template, thanks for sharing it!

  • Working with the WIP Spine plugin for C3, testing, checking for ACEs needed. Also some destructible terrain (via tilemap and a couple of effects for the images.) Tobor destroy them!

  • Thanks for commenting Ashley.

  • I've been doing some work on the webgl aspect of the Spine plugin and also doing a lot of C3 effect porting and have been looking for a good tool to help with effect / webgl debugging with Construct. I found spector.js to be very useful (The Chrome extension.)

    I have had to use the 'manual' capture mode to capture Construct webgl commands to review webgl usage and effect order and results. The spector.js 'frame' capture option does not seem to work, in discussing with the spector dev, it looks like the requestAnimationFrame in C3 is not handled how they expect. Could someone from the C3 dev team please look at the last couple of comments on this issue I posted over at the spector github (they asking about why it appears to be RFA appears to be async. Note, my test case used non-worker mode - so no offscreen canvas.) I think they are willing to help on their side if they understand C3 webgl render a little better.

    github.com/BabylonJS/Spector.js/issues/115

    Thanks!

    (With the help of spector.js as is, the Spine plugin is starting to look reasonably stable in terms of coexisting with the C3 webgl render.)

  • I would check out advanced random plugin first since that will be easier to use.

    That being said, I just put this JS into a script file into C3 and it worked, is there something missing there?

    gist.github.com/banksean/300494

    I called it with this script in an event and checked the console and saw some results:

    + System: On start of layout
    -> Run JavaScript: var m = new MersenneTwister();
     var randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
     randomNumber = m.random();
     console.log(randomNumber)
    
    [C3 runtime] Hosted in worker, rendering with WebGL 2 [AMD Radeon Pro 580 OpenGL Engine] (standard compositing)
    scriptsInEvents.js?id=jzqsfa9isho:10 0.3431817612145096
    scriptsInEvents.js?id=jzqsfa9isho:12 0.5235268464311957
    scriptsInEvents.js?id=jzqsfa9isho:14 0.8710040617734194
    scriptsInEvents.js?id=jzqsfa9isho:16 0.6369211783166975
    scriptsInEvents.js?id=jzqsfa9isho:18 0.3085083137266338
    scriptsInEvents.js?id=jzqsfa9isho:20 0.5256941944826394
    scriptsInEvents.js?id=jzqsfa9isho:22 0.6346792092081159
    scriptsInEvents.js?id=jzqsfa9isho:24 0.6408087760210037
    
  • Did you follow each of these steps? I have had a lot of experience with this and I still miss some steps sometimes.

    construct.net/en/make-games/addons/84/greenworks/documentation

    Also, the latest version of the plugin is for 0.33.3-r2 is there a reason you are using an older version?

    Uses the following versions:

    NW.js: 0.33.3

    Steamworks SDK: 1.42

    Greenworks: 0.14

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Mikal

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