firebelly's Forum Posts

  • Slow and steady!

    <img src="http://25.media.tumblr.com/559406341bc17290ae358d67639387d8/tumblr_mhqg7hapJA1qa8z42o2_400.png" border="0" />

    <img src="http://25.media.tumblr.com/74612848abed37d422ce2234fe182e08/tumblr_mhqg7hapJA1qa8z42o1_1280.png" border="0" />

  • Hello fellow .net prisoner! What platforms are you looking to target? If it is just XBox and Desktop, XNA is still your #1 bet for your skill set and requirements for multiplayer. Azure makes a good target for a game master server. If you fancy yourself looking at mobile platforms more, you need to check out Unity3D. Ignore the 3D part... it can do 2D pretty well. The thing about unity, it uses C# for scripting. So you should be ready to go for that. Large learning curve on both. But it is worth it.

    If you really like C2 as much as I do, you can try and make it work for multiplayer. It will be very tricky, and you will have to master jquery. But THEORETICALLY, you can have C2 call jquery functions to talk to you master server for multiplayer.

  • Chromium already supports the gamepad API - it should work with XBox 360 controllers - but certain other kinds of controller need special support from Google, I think.

    This is my issue. It's really not fun to tell a user they have to go buy a new 40$ controller because for some reason only 4-5 controllers are supported well. I had been talking to the guy who manages the code for it, my intention is get to the real source of the issue and see if there is a realistic solution. It may be to have people use a plugin like the x360 emulator or to just add more robustness to the gamepad API.

    This all stems from the fact that I have a bunch of really good (main stream) controllers here at my house, yet only one works. I want to try and fix that and make the experience more clean

    End Goal: No matter what joystick you plug in, it will work. This benefits HTML5 and it benefits C2 and most of all, the user.

  • nice. I will keep talking to the chromium team about trying to add more support for more gamepads....slow but steady!

  • I got how the awesimiunminmmniuom exporter worked. But I'm curious how the current desktop exporter work. The reason is, I want to know what browser engine is at the core, so I can know which developers to poke to work on gamepad support.

  • I have been messing with the analog a little and wondered what people thought of the movement.

    I have a character who aims with a small target in font of him, it follows the mouse and is really smooth.

    Basically "mouse look".

    I implemented something where every tick it sets the look to the axis of the joypad. I found this to be really jerky, it hits the 8 points of axis mostly, and to get anywhere smooth in between, you have to really move slow with the joypad.

    Has anyone found a solution to this or is there a better way to get smoth movement?

  • I'm getting like 30k/s on the downloads, this seems to be pretty normal to me. Usually takes me an hour to download an installer that is only 100 megs. Normally this is a 30 second download or less. Are we maxing out your server bandwidth? Just wanted to point that out in case there is a problem!

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  • So I found that if you use the Pin with Rope style, and position the tail pieces right, you get a really good tail effect. Basically revolts without the physics

  • I was hoping to do it without physics given the fact the game has the character moving all over the screen. Should I just turn off inertia and world gravity?

  • I am trying to make a proper snake tail that doesn't get all freaked out when it moves.

    Imagine is a simple circle for each "body" part, I want it to move and rotate like a real snake. I've tried pinning, and doing using image points and moving to position but it never looks right.

    I don't want to use a smoke trail type effect where the end piece dies off and you spawn a new one.

  • Did anyone else pump out a C2 game at the GGJ? I was participating in San Francisco. I posted my game here: http://globalgamejam.org/2013/racket-worm

    The game is a little unfinished, things got bad in the last hour. I will update the page with a link soon. I made it in a phone form factor, so with some tweaking this week, I plan on releasing it in as many places as possible.

    Basically the premise is you are a giant worm and noisy neighbors are screwing up your apartment. Before you loose your security deposit, you have to eat them all.

    Game Jam Breakdown.

    Day One: Ideas. The theme of the Game Jam this year was literally a thumping sound. Like a heart. No pictures, no video, just the sound. Many people did games about hearts, like punching a hard, falling out of love, etc. I interpreted it as the thumping of people walking above you, if were covered in dirt.

    Day Two: Jammin. We did the bulk of the work on the second day, I stayed up until 4am just fixing things as much as possible.

    Day Three: Presenting. We presented our pieces and I realize when others play the game, that I am terrible at finding bugs myself...

    All in all, it was a blast!

    Without C2, I would not have been able to do ANYTHING.

  • Yo!

    I tried to reproduce a TV effect for C2 with phosphour glow and shadow mask the other day. Came up with this:

    http://i834.photobucket.com/albums/zz263/ErekT_Pixel/FilterScreenshotsG2.gif

    http://i834.photobucket.com/albums/zz263/ErekT_Pixel/FilterScreenshotsContra.gif

    This is how I set it up:

    Png image to simulate the shadow mask with Overlay Blend applied. This goes on top of everything else.

    Blur Horizontal 10 on entire layout for a sense of color bleeding like you get with phosphour glow.

    Sharpen 10 on entire layout.

    HSLAdjust on entire layout with Saturation 105-110 and Luminosity 93.

    Sampling -> Linear in Project Settings.

    You'll be needing WebGL obviously. The entire canvas needs to be scaled to at least 2X and the CRT2 image needs to be set to 0.5 scale to get it all to look right.

    http://i834.photobucket.com/albums/zz263/ErekT_Pixel/CRT2.png

    These are pretty good! I love that img of the city street. I saw that on pixeljoint the other day. Was really well done!

  • This can sort of be achieved with a hoz and vert scanline

  • Holy smokes...i didn't know there were so many in there!~!!