madster's Forum Posts

  • PNG-8 uses color palettes but Construct uses PNG-32 (RGBA).

    Palette operations are really really legacy operations.

    I wrote a color remap shader that remaps intensities on a grayscale sprite to a 3-color ramp, but never uploaded it. I couldn't figure out how to let people choose the number of colors in the ramp so I had a 3 color and a 5 color version.

    But that doesn't sound like it would do what you want

  • I just mean C++ is limiting in some regards.

    O_o

    say what?

  • Why would anyone want a loading screen that doesn't load anything?

    Don't. Just don't.

  • congrats, this gets asked a lot!

  • Ribbon: go for it. Soon MS will also stop supporting XP, as Vista becomes legacy and XP becomes... really old.

    Quicklaunch vs new taskbar: Installers cannot pin stuff for you, only the user can. No clutter yay!

    Also I became so used to all the UI perks (hovering to preview stuff like progress bars, putting windows side to side, etc) that I unconciously do it in my Vista box. And then I remember that Vista ******

  • I'd like to point out the awesomeness.

    That'll be all.

  • This is a decently complex problem that even some commercial games fail to solve.

    One quick answer is to grab the average of the selected units original position and then offset the destination for each from the clicked point according to the offset of the unit from the original center.

    But that is ignoring the angle. You could rotate the destination position around the calculated center according to the angle from the origin towards the destination.

    But that is ignoring the formation along the trajectory.

    You can see how this gets more complex as you want it to be better. I'd say you can safely ignore trajectory and angle, and if you go for angle you'd be matching some of the AAA titles out there.

  • That Sprite Buddy looks quite useful. If it can export one file per frame we'd be set.

  • I think Ash mentioned that multi pass effects don't work in construct.

    Yup. That's the reason. And multipass is the way to go, so the only way currently is stacking them.

    hopefully someone will implement a value control for blur horizontal and blur vertical eventually.

    I did, a good while ago O_O It's in the completed plugins forum.

    It's called "blur motion" and also has runtime angle control, so the horizontal and vertical fx are the same. Which means it crashes if you stack it four times ***

    I guess you could copy it with another name and use two of each as a workaround.

  • RANDOM SEEEEEEEEEEEEEEEED

    (sweet. Kudos.)

  • Hello Is this happening?

  • You need to use containers.

    I created a new sprite (sprite6) with the word DOG painted in it. Replaced the EnemyDogs with it. Left one Enemy dog by the side of the screen and deleted it on layout start.

    Also added a sub-event to layout start: For each object sprite6 system create EnemyDog.

    I put the EnemyDog in the same container as its LOS sprite, so each EnemyDog will have its own LOS sprite, which was the issue. They'll behave correctly with this, as containers will help Construct guess which dog and which LOS your script is talking about.

    Keep in mind that there's a LOS behavior that would probably have saved you doing some of this.

    http://www.udec.cl/~jfuente_alba/PartialExistence.cap

    Saved in Construct 995. Has exactly what I described before.

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  • Photoshop's blur is not realtime. Actually, it usually takes more than one second to calculate, I'm sure you don't want that kind of framerate.

    The reason for photoshop's sluggishness is that it calculates a proper blur with the amount of samples equal to the size of your blur. You can't do that in realtime.

    HOWEVER, the gaussian kernel is separable, which means you can calculate a new blur with the results of the previous and the resould would be the same as taking b^n, where b is the number of samples of the original effect (12 in this case) and n is the number of times you execute the effect. The real size of the final blur will be s*n, where s is the size of the blur you're stacking, asuming they're all the same.

    At this point I feel it's a good idea to point out that ALL AAA 3D games do more than one pass of blur. So this is what you want to do, just like they do it.

    SO, for a pixel-perfect blur, you'd have to use a size of 6 because that means one sample per pixel (6 to each side, total 12 pixels for 12 samples) and then stack as many blurs as you need. Say you want to blur to about 100 pixels as in photoshop. That'd mean s*n = 6*n = 50

    then n= 100/6 = 8.3, you need to stack blur about 8 times on each axis. yeah.

    And yeah, that blur is per-pixel accurate up to size 6.

    Then again... I did say per-pixel accuracy is not feasible in real time. Let's use a blur that's a quarter as accurate, so size = 6*4 = 24. Now 24*n=50 means n=2.0

    Stacking blur two times for each axis will yield a quarter of the accuracy of a per-pixel blur for a 100px wide blur. Inefficient? Just like Bioshock and COD4 (only they use a trick we can't do in Construct to use even less samples, meaning they're even less accurate).

    Then again, if you attempt to stack ANY effect more than twice, CONSTRUCT CRASHES.

    Yeah. Did report it back then, still happens in 995. Wish it didn't.

    All that said, I've never tried blurring with blending. Can I get screenies of what goes wrong?

  • Tried the single player version.

    I couldn't find a way to leave the house if there is one. I played until a tank-like zombie came in, I killed it and then nothing else came in. there were 2 zombies that spawned outside at some point that couldn't get in and i couldn't get out.

    Is the multiplayer version anything like that?

  • Holy, real 3D in Construct!

    Nice how the eraser particles slowly fade off so you can't even notice it happening.