madster's Forum Posts

  • Woo! the drunk seagull stamp!

  • only if it doesn't involve having the scanlines stick to objects, as it looks horrible and should be baked into the sprite itself anyway

  • last time I tried a full JS game on HTML DOM+CSS it was dog slow.

    That's why I never got into it.

  • [UPDATE: ZOOM WORKS PROPERLY NOW, ALWAYS!]

    This example shows how to zoom any game layer to match a new resolution, adding black bars wherever needed.

    Set the globals and watch the magicks. The object placement relative to corners will match in design and runtime, even if you change resolution or switch to fullscreen. Stretching will preserve design-time proportions. Feel free to change the design-time window size, there's an event that changes the resolution in runtime (layout1 events, has to run before the resolution event sheet) and you may toggle it or change it. Feel free to try fullscreen, etc.

    Watch how the objects placement will match the runtime placement, provided you set the right values in the following global variables:

    WARw, WARh: Window Aspect Ratio (width, height). If windowed, this has to match the window. If fullscreen, this should match the monitor. Popular sizes are 4:3, 16:10 and 16:9

    DRw, DRh: Design Resolution (width, height). This is your target, it stays the same for the whole game no matter the current display as you design the game in that size. It assumes square pixels during design, which is the norm in desktop PCs (and Construct IDE will assume the same anyway, so it'll still match if you have something different).

    yes, using a windowed game should always yield no bars, as you can see. Zooming may apply though.

    used .9994

  • oh pfftt

    I was thinking it was an action or something and feeling very confused.

  • It's basically the same as UberLou's with a timestamp.

    I'll try and do a timestamped example.

  • Try using the particles object with the One-shot option checked

  • Oh okay.

    I was using that syntax for the first time =/

  • I seem unable to enter any global variables but the first one in the System Compare condition.

    It validates and accepts, but then in the event sheet they look and work like I had input the first global var.

    I made a complex calculation and now it's full of the same variable over and over

  • O_O where's that option?

  • I'd keep the properties bar, as I find it useful to read values that I need to use while I write events.

    However, not being able to pick objects makes it pretty useful, so I'd like that.

    The object bar is now taking up space and duplicating the function of the objects folder in the project panel, as they're usually both visible (but you can't drag objects out of the project panel!)

    So:

    -remove object panel.

    -allow properties to be shown for an object clicked in the project bar, even while editing properties.

    -allow objects to be created by dragging out of the project bar into the design area.

    whee! more design space!

    Also: the ribbon might not be portable, but I don't think IDE portability is a goal anway, just runtime. The former would be a TON of work.

  • How good is Siren: Blood Curse?

    I've played the first, but it's very unforgiving... so much that I got bored with it.

    I know it's slow and you're supposed to replay a bunch but I just couldn't go past one stage where there were snipers everywhere.

  • i Am J, an oldschool platformer with linear levels and a worldmap (style SMB3 )

    The thing with this game is that certain NPCs and events interact with the character throughout the levels, and quests can go between levels as well. There's a shop system and three levels are already fully fledged. As I know myself, though, I'd probably drop that in a couple of days due to loss of interest. Chiptune OST and graphics are mine, too.

    They're 1024x768 pics so I suppose I'll just hotlink them D:

    http://i52.tinypic.com/2zyklme.jpg

    http://i56.tinypic.com/4gji3k.png

    http://i51.tinypic.com/2u7sxp5.png

    Heavily influenced by Clash at Demonhead ;p

    Looking sharp! are you using huge graphics or crispify? or both?

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  • This is an update to the scanlines effect I uploaded a long time ago. Mods are welcome to delete the older thread, as this one supercedes it.

    This effect produces dark, smooth "scanlines". You just input the number of lines the screen will have and the width (as a coverage percent) and the intensity. Optionally you may provide an offset, so you can have the scanlines oscillate or glide or whatever. This is done as a percentage, so 0% and 100% look the same.

    Example:

    + System: Always (every tick)

    -> Sprite: Scanlines : Set Offset to int(Timer/5)%100

    This will have the scanlines move up. It's speed will depend on the amount of scanlines you have chosen.

  • I've been reading about this technique but I can't figure out how it works.

    I have one simple question: is it feasible to use non-square collision bases?

    Anyhoo, I updated the cap with a soft shadow (blurs and fades the higher you go up, looks nice) and tweaked controls to go with modern times XD (up is up, diagonal is diagonal).

    Done in .9994

    http://octavoarte.cl/iso2_alt.cap

    Some countries may not download from this host. Sorry bout that, can't fix it myself. Overzealous protection from spambots in those blocks is responsible.