madster's Forum Posts

  • On Key Release works fine for me. Made a .cap to play a sound on space released and it did just that.

    Can we have On Control Release too?

  • That would be like Construct's built in blur, a kind of effect which is not even done for feature films . They use postprocessing with velocity buffers, which in 2D yield the same speed for a whole sprite UNLESS ITS ROTATING.

    So... this should be good enough except for the rotation case, which I'm thinking about but can't quite come up with a nice effect for it

    It's hard to notice the details in fast moving objects so don't worry about velocity changes between frames. Physically accurate blur shouldn't be larger than the distance travelled by the sprite in screen space, so you couldn't tell the difference anyway.

    Oh yeah and I overdid the blur size hit the bounding box, didn't notice that. Size is bounded by Construct.

  • If you want the trail particles to live longer than its "master", you could set a private variable in each of them with the UID of the "master", then when a "master" object dies you would look up their children comparing their private variable with the UID of the dying "master" object and set off a timer behavior to kill it later.

    Doing so would kill the whole trail at the same time but a little while after the "master" dies.

    Of course, you could also have the timer event set off timers for other children, in which case you can arrange some pretty complex dying orders just storing the proper UID in the proper particle.

  • JPG does save in distribution size though. I could easily see myself doing that.

    Why would one want to use lossy jpgs? well, the same reason the whole world uses it as the primary image distribution format

    Come to think of it... I'll probably do it too I have a game that will use big backgrounds and I don't want the distribution getting all huge because of that.

    Won't make a difference performance-wise though, except at image load time.

  • Adjustable-size motion blur. Good for speeding objects.

    Use two times in perpendicular angles (0 and 90) to get adjustable-size gaussian.

    (called blur motion instead of motion blur so it will sit neatly in the list next to the other blurs )

  • Thanks for the comments, guys. By the way, I'm just wondering, would anybody rather see the speed in degrees-per-second?

    That could be useful, but the current speed setting (in px per second, I assume) is also useful. Can we have both?

  • I guess you could hack the produced exe and add menus from there

  • Just the loading time, once loaded its the same as normal.

    If you're loading a lot of images you could do a progress indicator.

  • Nice, I'm looking forward to play it

  • Ugh, I forget. Mersenne Twister IS repeatable, but currently there's no way to set the seed.

    If you set a seed of any number, the sequence of randoms you get afterwards is always the same.

    So.... this would be a request for an action to seed the random function

    and in random(max), max would be the largest number that comes out of the function.

    On a related THING, I made a simple random clouds .cap with prerendered noise (photoshop's tileable clouds). It has a shader I just made attached to the clouds, so you can see how it would be useful.

    http://www.scirra.com/phpBB3/viewtopic.php?f=29&t=4288&start=0&st=0&sk=t&sd=a

  • Alpha treshold will remap the alpha contained in the source.

    Think of it as a smooth threshold. Start indicates the start of the new alpha ramp and End indicates its end.

    If Start is bigger than End, alpha will be inverted (hint!)

    If Start is equal to End, alpha will be a hard threshold.

    In this example cap, the little plane controls the start with vertical motion (bottom is 0) and end with horizontal motion (left is 0). Made with .994b, sorry. It's an easy effect though.

    Source texture is an image that has equal colors and alpha channel, so it's easy to see how it works.

    EDIT: tried to include exe, surpasses max size

    EDIT2: Now with .98 .cap goodness.

  • event equal to 1-200 do something

    event equal to 201-400 do something else

    say you're writing event 20.

    20.- event equal to 1-200

    +......

    Event 20 would *always* fire. Thus it would be better to set it to "always"

    Conversely, say you're writing event 201

    201.- event equal to 1-200

    +.....

    Event 201 would *never* fire.

    I hope I'm clear, such a condition would not useful at all. (also, as others said, it would be a nightmare to maintain). Try grouping instead, you can enable or disable whole event groups.

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  • I am

  • I remember reading about Kuma War, made news because the episodes are based on CURRENT war events (say some battle happens, 2 days after there's a game about it)

  • Just found this generator of caustics. Creates a tileable animated caustics texture.

    http://www.dualheights.se/caustics/

    Go nuts!