Candescence's Forum Posts

  • Ah, awesome, so you're saying it WILL happen at some point? That's a massive relief.

  • I sent a PM to Ash about the feasibility of an official tile map plugin, but he never replied, and I think it was probably a bad idea to PM him about that anyway.

    This is what I wrote in the PM:

    hough such requests have been raised multiple times, I haven't really seen you comment on it, so I might as well chat with you about it directly, if it's not too much trouble.

    Tile maps are common in 2D games for fairly obvious reasons. In C2, as you've previously established, Tiled Backgrounds are more suited in most cases for level design as they're optimized to be spread out and used in large numbers. However, the problem with this, is that Tiled Backgrounds most likely won't use fine collisions like sprites will, and they can't be animated. Right now, the way it works now is perfectly fine for games with level layouts like Braid.

    And hell, a Sprite/Tiled Background mix for games with more traditional 'tile' layouts can be done, since there's now a snap-to-grid, but... A common complaint is that making levels from the 'tiles' is time-consuming, even with snap-to-grid and copy-paste. Tiled Backgrounds are also highly unsuitable for non-square tiles, such as isometric tiles.

    Which is why people have been asking for tile-maps, and being able to 'paint' them. Tile Maps can possibly have the same advantages as Tiled Backgrounds, with the added bonuses of being able to change the Tile-Map at runtime (destroying tiles, or replacing them with others, or adding new tiles), giving tiles certain behaviors (like Solid and Platform), assigning tiles to families for additional functionality, and perhaps having animations and fine collisions (among other things that don't come to mind, right now). It would also improve the workflow of level designers going for a tile-map style of level design. It's obviously not a replacement for Tiled Backgrounds (since Tiled Backgrounds on their own are more suitable for certain other things), however.

    As a starting point, one could just be able to import tilemaps made from Tiled, which is a great program with various features, and it's proven to be able to be perfectly workable with Javascript and HTML5. I'm just saying, a Tile Map plugin could prove to be of much benefit over the long term, and improve C2 considerably.

    Now, the question is, if and when do you see a Tile Map plugin being implemented in C2?

    I really, honestly think a tile map plugin would do wonders for Construct 2.

  • Eh, I prefer Paint.Net. Photoshop is bloated as hell, and GIMP's interface is atrocious.

  • Youtube link fixed. Tom, you might wanna check again, the video was JUST released, and it's surprisingly different from the vids from a year ago. For starters, everything is actually textured, and you you can't tell that the objects are voxel/point-cloud based, unlike previous vids.

    Gotta admit, the narrator made the phrase "these are grains of dirt" sound AWESOME.

  • I know there was another topic for this, but I can't find it, so screw it.

    A year ago, Unlimited Detail Technology was demonstrated as a variant of point-cloud/voxel technology, with the purpose of increase visual detail by a sheer magnitude. There was, of course, skeptics. And then the project seemed to disappear right off the map.

    Then it turns out that the project received a Commercialisation Australia Grant of $1,984,652 back in May - meaning it's being backed by the Australian Government, and we WILL see something tangible out of the whole thing at some point.

    And then the developers just released a new video, which is VASTLY improved over their previous showings.

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    While there isn't any animation shown (but the vid description does confirm that there is animation), they've developed tools to be able to convert polygon models to point-cloud data. And among the objects in the demonstration, are models created from scanning real-life objects without modification to the results, except when to take bits and pieces of real-life objects to build even larger models.

    Oh, yeah, and the whole thing is running in goddamn software rendering. At 20 FPS, but still. According to the devs, this tech should be able to run on just about anything. We'll see. But this would be goddamn amazing if it could be run on a 3DS. If they succeed, Nintendo is in the best position to benefit from this tech.

    In any case, it's still too early to call 'real or fake', but the whole "government grant" thing makes me lean towards "we're gonna get something sweet". As expected, there's a Youtube comment argument over it. They might have to get someone else to narrate the next vid, though, this fella ain't particularly suited to it.

  • I think there's a bug with changing passwords, I've reset my password and then changed it, but the login claims that password is invalid, so I had to reset it again. I've tried multiple times.

  • Awesome! Though, I just realised that what I'm trying to do with the Custom Movement is impossible anyway without fine collisions, so, basically... Yeah, gonna have to wait until that's released before I can properly test it out. XD

    But, yeah, neat update, even if it's a bit minor.

  • Not working for me. I had to set the associations manually, and even then, sometimes Windows Explorer refuses to set them. Win 7 32 bit, here.

  • OH. Cripes. I didn't notice it before because "angle of motion" has its own "section" with three choices of events, I was expecting just the one "set angle of motion" event, and I missed it completely as a result. WELL I'LL BE DAMNED. XD

  • Nicely done! Though, there are a few ommisions concerning the Custom Movement Behaviour...

    I tried replicating Davo's "Sonic-style movement" method, and some things stopped me right in my tracks:

    • "Push out of Solid" is not only locked into "solid", but also does not allow you to put in a number for an angle. I've got two sensors, both of them require a "push out of solid" action with the angle based off "PlayerSprite.Angle + 180", but the actions as they are now make this impossible.
    • There is also no "change motion angle" action. EDIT: Turns out there is. DERP.
    • There is no "bounce off <object>" action.
    • Also, I think we need to be able to pick by behaviors, because I discovered that you can't pick "solid" when you're trying to determine if an object is overlapping something that is "solid". Families won't cut it either for this problem, because families are limited to a single object type.
    • Plus, it would be a good idea to an action that allows you to move horizontally/vertically while also setting an angle of orientation. I haven't discovered if such an action is actually necessary for what I'm trying to do, yet, but I think it may very well be.
  • Some guy noted this on Sonic Retro...

    [quote:1nx9ku0f]They're just taking advantage of some guy who said that WebGL wasn't sandboxed so it could be used to break out of the browser. Problem: GLSL shaders are always provided as a script*, so they're always sandboxed. I can't say the same about Direct3D (which always provided platform-independent binary shaders).

    On the other hand, what is possible is trying to read what may be on screen by swapping the buffer and reading the undefined contents that were there. This doesn't work for all drivers though (sometimes you truly get garbage, and it definitely doesn't work when the buffer is in a window), and Direct3D is also affected by this (or anything using shaders, for that matter). If Microsoft comes up with WebD3D and they claim it to be secure, they're being hypocrite.

    *OpenGL 4 provies binary shaders, but they have to be built on the machine they're running on, making them quite pointless... They're only useful as part of an installer, really. And this isn't even part of the WebGL spec...

    Basically, I'm convinced that Microsoft are reluctant to support OpenGL/WebGL and want to find any possible excuse to avoid doing so. That, and they want to stop Silverlight from dying out. Seriously, who actually uses Silverlight?

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  • Damn it, Microsoft, don't make half-assed excuses. We know you're still trying to force everyone to do things your way. It's not working as well as it used to.

  • [quote:br3qdy5f]TF2 has microtransactions. It makes me wonder where Valve is heading.

    Completely optional microtransactions. Nearly everything you can get in the Mann Co. Store can be gotten through random drops, crafting, or trading without having to pay a cent. What can only be gotten through the store are, basically, effectively donations to community map makers. And part of the profits go to people in the community who submitted their items to Valve and became part of the game.

    Portal 2's co-op items are also completely cosmetic and optional.

    It will be a cold day in hell before Valve starts selling, microtransaction-wise, anything other than cosmetic stuff and stuff you can legitimately by other means.

  • Jeez, you're on rapid-fire today, Ash! XD Pretty sweet!

  • Animations, man... I'm still waiting for those.

    Read the first post, mate. It's coming.

    Anyway... Whoa, event groups came quickly. I suspect that even sheet includes will be implemented quickly as well.

    Once again: Families and Tile Map Plugin.