Ashley's Forum Posts

  • Lol Gullanian, I think you've found your guy

  • [quote:23idjm99]saying OpenGL is not good for the future isn't the best statement ever

    I didn't say it wasn't a good idea for the future, I said it was an idea for the future. As things stand, Windows is 90% of the market and Linux etc take up the minority. *If* that changed to 90% Linux and Windows became the minority (which won't happen quickly), obviously then I'd go and write a linux/opengl runtime! I'd probably be using linux myself by the time it grabbed a 90% market share.

    As things stand though, Windows keeps the majority market share and I'm not going to pre-empt major, significant shifts in the IT sector by going ahead and supporting Linux and OpenGL immediately. Nobody knows for sure what would happen - it's possible Linux even eventually fades and dies away! Then I'd have wasted a lot of my precious time wouldn't I? Given that there's plenty of other things to be getting on with in the DirectX/Windows Construct, it seems plainly obvious to me to wait until the Windows version is substantially matured.

    This isn't to say it'd never be done - just that once we've got as much of the Windows market as we're going to get and we're still looking to expand, then it becomes an option.

  • The link for 3.0.1 skins only is

    http://demo.phpbb3styles.net/?phpbb=3.0.1

    I'm liking Serenity Green best so far:

    http://demo.phpbb3styles.net/Serenity+Green?phpbb=3.0.1

  • What? No it doesn't. Never did, either!

  • Hmm... I looked for a different style, this is the closest to the old design:

    http://demo.phpbb3styles.net/Czar-Orange

    But they don't have it in green for phpbb3... thoughts?

    Or you could have a browse through there and see if you can find a style you like!

  • I think you could actually calculate the direct, quickest route to the player from anywhere with any configuration of platforms using a modified version of the A* pathfinding algorithm. It'd definitely be tricky, but by setting cells which you cannot reach by jumping to an infinitely high "cost" to traverse (ie. impassble), generating special one-way cells for jumping off ledges etc, you could return a list of nodes that lead to the player. The next challenge would be to make the player jump and run accurately through all these nodes...

    Definitely to go in a behavior! That'd be tricky to event.

  • http://69.24.73.172/scirra/wiki/index.p ... umpmapping

    Thoughts, feedback, suggestions etc. here, thanks! Let me know if you come up with some nice effects, this effect is pretty cool

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  • Here's an article explaining the new effects in detail.

  • Looks nicer, more features etc. Hope you enjoy.

  • The forum has been upgraded to phpbb3. Hope you like it

  • I've never come up with my own engine, but an idea: I think nodes are the way to go. If you don't want to go round placing nodes at the edges of all your platforms, then come up with a way of automatically detecting platform edges: place a detector on the floor in front of the object in the direction its heading. When this detector is NOT overlapping anything solid, you must have come to the edge of a platform - so you can set off a jump. This would allow your AI to jump over gaps instead of dumbly charing off the edge in to the abyss, and it's node-free.

  • Yeah you could do it by compositing convex polygons, but not a single concave polygon on its own. I don't think Ellipse in the physics engine uses vertices at all, I suspect it's a custom algorithm, since there are probably specific equations for perfectly round objects.

    The reason is (not that I'm an expert) that it's much harder to write an efficient collision detection engine if you can't guarantee a convex polygon. I'm not sure the specifics why. I think it also applies to a dynamic shadows engine, but I'm not sure.

  • http://downloads.sourceforge.net/constr ... irror=osdn

    Fixes a few of the last bugs introduced by the new renderer in 0.94, as well as new Bumpmapping (using normal maps) and Heightmapping (using height maps) effects, as demonstrated in this thread. Wiki article on these effects can be found here. Here's the full changelog:

    Behaviors

    • [ADD] New Shake behavior to shake objects
    • [ADD] Ability to disable fade on startup
    • [FIX] Moonwalking in 8 direction movement
    • [FIX] Car movement 'Is moving' now also true when reversing
    • [FIX] Platform movement gravity direction & glitches corrected - should all be working fine now!
    • [FIX] Fade can now be activated after already used

    Event Sheet Editor

    • [FIX] System now shows in Vista when families are used
    • [FIX] Objects without conditions or actions no longer shown
    • [FIX] Objects order correctly when adding actions/conditions/expressions

    General

    • [ADD] Bumpmapping and heightmapping shaders (see wiki article)
    • [FIX] Object information dialog

    Layout Editor

    • [ADD] Keyboard shortcuts to select and unselect, and invert selection, CTRL+A, CTRL+U, CTRL+I
    • [FIX] Grid now shows again (new rendering system broke it)
    • [FIX] Objects are sorted alphabetically again in insertion dialog

    Picture editor

    • [FIX] Hotspot/image point tools now display again
    • [FIX] Magic wand tool
    • [FIX] Selection boxes now show

    Plugins

    • [ADD] Window plugin
    • [ADD] Registry plugin
    • [FIX] Texture issues with 3D box
    • [FIX] Memory leak creating/destroying text objects

    Runtime

    • [FIX] Artefacts on object edges caused by new renderer
    • [FIX] Memory issues causing incorrect returns for 'gettoken' expression
    • [FIX] Surfaces bug causing layer glitches (new renderer again)
    • [FIX] Crash mixing 'Pick random' and behaviours

    Script Editor

    • [ADD] Snippets bank (/Snippets/ subfolder) to insert common code
    • [FIX] Tabs not showing in Event Sheet Editor
  • Well whoever said some law about things always going wrong at the last minute, they were right, next build should be out soonish

  • Multiple light sources was in regards to dynamic shadow casting - it's possible with bumpmapping but you essentially need a bumpmap effect for every light, which would probably run too slow for this use. Maybe there's a way I can work out to do that better.