BenH's Forum Posts

  • <img src="http://photos-a.ll.facebook.com/photos-ll-sf2p/v73/89/12/635396240/n635396240_64512_4891.jpg">

    Taken in 2007 I believe

  • Yeah it does, but performing a collision check is a pretty expensive operation, so it soon adds up in a large loop like that.

  • Nice, can still get ~250fps out on my 8800GT. You might be able to hack in opacity without a shader by importing semitransparent PNGs to the picture editor for the cube textures.

    The textures are already PNGs with transparency, but the cubes needed their opacity changing individually so that the texture fades out as the cubes get larger. Is there anything preventing the 3d Box object from having normal opacity?

  • Device name: NVIDIA GeForce 7600 GT

    Pixel shader: 3

    Estimated VRAM: 552 MB

    Motion blur: Yes

  • I love stuff like this, very nice!

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  • I don't know how many objects you're planning on having, but keep in mind that checking for collisions against the same object is essentially the same as looping through every object every time it has to do a collision check, so with 100 objects, it'll actually be checking collisions 10,000 times. I just wanted to point that out since it could become a bottleneck for performance in your game.

  • I was just thinking this the other day while I was playing around with some shaders. Definitely a feature I'd like to see!

  • At the moment you only seem to be checking if Player.x is greater or equal to Spike.Left. You'll need to add another condition checking if Player.x is lower than Spike.Right, that way it'll only pick the spike that you're within the bounds of.

  • Yeah, basically the same method

  • Just a quick thing I made this morning since I woke up so early!

    This example requires PS 2.0 to run, but only because the 3D Box object doesn't have a runtime opacity option (and the edit time opacity option doesn't work, either), so I had to opt for using the Opacity Plus shader to achieve it. Because of this, there's noticeable slow down when you have more than 25 3D Boxes, which shouldn't be the case if it could use normal opacity methods instead. Would it be possible to let the 3D Box have opacity like normal sprites do? I'm sure it would come in useful for other things, too.

    Anyhoo, this is more of a pretty effect than anything useful, but I think it's a pretty cool one for how simple it is.

    http://www.cursesfoiled.co.uk/construct/fur_cube.cap

  • It took years before Game Maker reached the level of usage and exposure it gets now, same with MMF. Once some great games are made with it, it'll inspire other people to try it out.

  • I think the borders in the first version actually helped to keep things separated. Everything kinda blends in with everything else in the new version.

  • Any idea when Python will be fixed (or even how difficult it will be to fix) ?

    Definitely appreciate all the work that's gone into this program so far, you guys are doing a fantastic job! Python should really open it up for me, since it feels like quite a step backwards for me to start using event sheets again. Scripting is just so much quicker for me

  • Ever since I first tried Construct, I've had a problem with the object properties panel where some of the text is impossible to see due to it being white. I'm not sure if this happens to everyone, or if it its just an issue with my computer.

    Here is a screenshot of how it looks on my PC

    http://www.cursesfoiled.co.uk/games/construct1.jpg

    another thing I've noticed is once you've created a sprite, there doesn't seem to be any way of changing or editing the image/animations.

    Sorry to bring bugs to the table on my first post <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> I think you guys are doing a great job so far, and as far as functionality goes, it seems to be good. So far my only issues are with the GUI and its effect on workflow.

    Cheers!