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Robo25

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A member registered Oct 31, 2020 · View creator page →

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To increase the value - just setup a javascript variable initially as 0, and every few ms (maybe 100) add to that variable from 0-1 or up to what maximum amount you want.

The Aurora effect is the most demanding of all the post processing shaders - I had lower frame rate with this also so its a limitations it seems unless you want to adjust how it runs and see if it looks ok. I cant improve it much beyond what it is already and unable to include into my compiled binary as the info is too much for CC default shader model 2.0 to use. Maybe one day I might work out how to increase it from shader model 2.0 to like 5.0 I think is the max for DX9.

on before start

var PP = 0;

var Root = ccbGetRootSceneNode();

ccbSetSceneNodeProperty(Root, "DreamOn", true);

ccbSetSceneNodeProperty(Root, "Dream", 0);


on every 100ms

PP += 0.01;

ccbSetSceneNodeProperty(Root, "Dream", PP);

Thanks for that - much appreciated. Hope you enjoy....

cheers ! :)

I just finished adding in the ability to adjust all the sound effect values for each sound effect.

Now ready to go and test out...

I got it to work using adjusting the property settings rather than specific API  - will update itchio and the forum in a  day or so....

what do you need to know ? - ie does it require a personal chat or can it be simply sorted out here ?

Not in you want to have all files ine the one folder - not really. 

You call your  CC exported file and name as 'app.exe' and to make it clearer you can rename the binary file needed to access the new API's as the same name as your game - should help, or better create  a shortcut pointing to your binary file in the main area but put your app.exe in a folder one level down so less chance of clicking the wrong exe.

They are both - part of the new source code done in HLSL but you can also run any Shader Action also if you like.

So I hope this is clear - all my shaders are new simple API's but running an external Action will also work. 

The only exception to this is a couple of HLSL shaders were too big to work correctly within the C++ source code of CC (shader model 2 limitation) so will only work currently using an Action like the Rain effect and the Aurora effect - all others are fine.

Why this difference exists between internal source code and running an Action is not currently clear to me but I got error messages saying it cant run very long shader code in the source yet somehow works as an Action....

ok, interesting.

I will look into adding the extra adjustments for each sound effect also - see how I go...

thanks - will take a look.

Either/OR - you can use the source code shaders I added plus any external Action driven ones - I dont see any problems there.

Whatever shaders you use they still work with all my API's no problems.

forgot to mention its only for DirectX though.

I cant see how you actually code in the different sound effect values using JIC method - have you tried it and tested fine ? - ie for Distortion - changing 'PostEQBandwidth' to something other than 2400 - does this work as expected ?

Your right - its missing (sorry).

It meant to read like this:

ccbSetSceneNodeProperty(node, Property, amt); Property: 'Paused'(true/false), 'SoundEffects' (true/false), 'SoundFX (below)', 'FXGain' (soundFX strength 0-1), 'PlaySpeed' (0-1)

SoundFX available: 'Chorus','Compressor','Distortion','Echo','Flanger','Gargle','Reverb','ParamEq' & 'Waves'


I will re-upload the new text file (API list) with this on it. The video also has this info:

You can turn fog off for specific nodes with my binary file - yes. I use it for lightning to not be coverd over by the fog and it works so if your using any mesh/billboard etc with the ability to turn fog off then will work.

Yes, any and all updates you have seen in any of my post and videos are all usuable also through API's in my Binary file. 

(1 edit)

Both methods work actually - both non Binary using the external Action with HLSL shaders on it plus also the Binary method with a few more shaders dont in the core source code of CC - which is much better IMO, but both methods work.

I will have a look into this - maybe it can be like a weather effect on the gound... will get back to you..

Did you see the video I made - I think its pretty detailed.

www.youtu.be/wRBh3PVaABc

Hi there, something like that I would need access to the Editor source code so I dont think I can get that working.

Most of my plugin functionality is based on running set code at certain times rather than checking something all the time like would be needed for something like that.

ok thanks for the input. I dont use CC shadows at all in my own usage so never really check that.

CC shadows look bad and has terrible performance so I never use it.

Seems to be a limitation so I will update the notes so other know, cheers.

All of my additions and improvements from an API perspective use Javascript.

If you dont know how to use or code anything in Javascript then cant help you unless its to do with a specific Action or Bahavior I made.

Try using 'Scratch' - this might be more useful for you in making games....

The API for each is written down for you in plain English plus you have a video on each one also - how is all that not enough ???

What part exactly did you try to get working but was unable to ?

So how did you go - all runs fine now ?

yes you can use this email address:  proff1972@yahoo.com.au

also mention what part exactly used to work and now doesnt - ie just the particlkes or what node exactly....

OK, can you confirm that when you use the standard free version without any binary at all running it then works ok ?

If still a problem then can you send me a test file sample so I can run it myself and find what it is ?

If your still having issues after this update the let me know:

- which version - free/Pro ?

- which API you using and are you using a shortcut with debug info and is there any specific API causing issues ?

- are you using collision with particles or nothing much new ?

Are you using particles ?

I noticed an issue recently but should be fixed now with latest uploads as of today....let me know...

Cheers Niven, thanks !

I tried the fog with terraina nd 3d mesh and found no issues - did you work it out ?

See here: https://ibb.co/WNqthzcn

I noticed someone else dd make soemthing in an Action before that ddi this....wills ee what can be done however with this, cheers

OK, will test it out on my end and see how it goes...let you know..

Well done Just_in_case - this a good addition and actually makes the game run faster for some reason with about 10% improvement in FPS. 

In my game, I make most inputs on a  timer that on receipt of that input it then registers that request and disables that key for like 300-500ms so that wont stuff things up by holding down input keys. Then  after the timer allow input again.

Another way is to only reset the input once received when the key is left up then allow that same input again  - this is better actually.

cheers :)

I made some more improvements and tweaks with occlusion culling, its the best I can make it and runs best using 30ms or less time delay.

It causes flickering with transparent objects if something can be culled that is positioned behind it but other than that its pretty good.

I tested a 1.2 mill polygon terrain and was still getting around 260 FPS looking at the most detailed sections., with the rest was closer to 300+ FPS..

Yes, it work when you have numerous large chunks (say 50-200 ish) and can then turn each one on/off accordingly.

Its back up now