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  • Download count1,083 total downloads
  • Latest download count 749 downloads of latest version
  • Average download count1 downloads per day average

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Description

Transform any sprite into a trail

Example Files

Basic implementation

Drifting effect using the trail renderer

Discussion

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  • This addon is a very strong tool for my current project's visual identity and i very preciate it ! (if you wanna see it in action : youtube.com/watch ).

    Is there a way i can modify the refresh rate of the trails ? By "refresh rate" i mean the time it takes for the trail to reach his "head". I try to use some slow motion in my projet, but the trails seems to be not affected by the time delta. The result looks like the emitter just slows down, but not the time itself, because the trail keeps refreshing at the same speed as usual.

    • wow your game looks so great, where can I find out more about it!?

    • This is one of the issues I have with the trail renderer at the moment. I am not sure how to tackle this effectively yet, and I have planned to make a full update for the addon when I know what to do about it. So for now, not really sorry :(

      Cool game though thanks for sharing!

      • Thanks for replying ! Ill check for updates from time to time ^^. Its not a gamebreaking issue and the effect looks very cool in any other situations, so i will work around for now.

        I tried to dynamically upgrade the length of the trail by the time scale's factor. The result is not good enough to be usable, but its a good start.

  • Fantastic effect

    need to be NATIVE lol

    Nice work =)

  • Great extension! Love it ❤

  • Thank you!

  • First of all, fantastic behavior! It saves a lot of work to achieve similar effects with cumbersome event-only approaches.

    Now, I experienced a (in my case breaking) bug with the 2.0.1.0, 2.0.0.9 and 2.0.0.8 releases on Github. Would be great if you could fix it.

    Issue here:

    https://github.com/skymen/trailRenderer/issues/2

  • Btw, seems to work fine with WebGPU for me

    Also seems like C3 still has a lot of WebGPU related bugs, so it maybe it was on the engine side

    But i would appreciate some updates anyway, just in case. Thank you for such nice addons! :D

  • I just realized that this addon is not working with WebGpu, the game/preview crashes as soon as a trail needs to be rendered.

    As WebGpu will become a standard in a near future, this addon will sadly become unusable.

    Ashley write a blog post on it, explaining how to port addons to WebGpu : construct.net/en/forum/construct-3/general-discussion-7/construct-webgpu-status-thread-177456

    Is there a chance that your addon will be ported ? ^^

    Maybe with a motivation screenshot ? img.itch.zone/aW1hZ2UvMTU2ODAwNy8xMzMwMzEwMC5qcGc=/original/5Dgt9U.jpg

    • Hey,

      I have no idea why this bug only happens in WebGPU because this is actually caused by something much worse that should also crash on WebGL LOL

      Thanks for the report I will fix it in a future version

      EDIT: Unrelated I've been trying to find you and your game lately. I've been working on an update to my trail addon and I'd love to use a short clip of your game among others to showcase my addon in a short video. Am I allowed to do that?

      • I would be happy to help you promote your addon ! You can find a video and screenshots of the game here : forever-a-clam.itch.io/voidborne

        Its still under active developement, but feel free to use the video for your showcase. The first seconds of the video are showing a fight against small ships, which all have trails created with your addons.

  • Skyman, hello! Excellent and flexible addon, really liked it to use, but I recently upgraded the computer and noticed that at 144hz monitor it does not work quite correctly, if, however, in the settings of the monitor back 60hz, the problem disappears, perhaps it has something to do with dt, can you please check the performance on monitors 120 + Hz?

    • Hi, yes the addon has some dt issues. Can you send me a c3p file so I can investigate?

      • Oh, I figured out what the problem was. After running your examples, I found that they work correctly at 144Hz, so the problem was on my side. It turned out that for optimization purposes I had replaced every tick with every 0.01 seconds when positioning the sprite to which the trail renderer was attached. At 60Hz everything worked fine, but at 144Hz this was not enough, eventually it was solved by returning the condition every tick

  • Hey, this plugin is really cool but it seems to bug out when attached to an object that wraps around viewport.. It'd be great if you could fix this

  • THIS is GREAT!! thanks!

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