madster's Forum Posts

  • Edit: for the record, i'm rendering my sprites. not a huge fan of rips

    good!!! same here.

  • Dude! nice!

    Okay my requests for bitmapped font (brace for wall-of-text):

    -Unicode support! I need �'s and ����� and I'm sure others will need other codes. Unicode is nicely mapped too so it's no biggie I think. Just index using UTF16 as a key.

    -Kerning: Kerning is the distance between two glyphs, you just need a table with kerning between each pair of existing glyphs. I know typographically inclined people go NUTS over this and it differentiates a mediocre font renderer from a beautiful one. Just default to 0 (monospaced). The nice thing about this is that you can have variable size glyphs regardless of actual glyph size. Also, it makes measuring string lenght hell (ok not so bad, but it's not a simple mult anymore).

    -resulting text alignment: left, center, right, up, middle, bottom.

    -baseline: vertical position of glyphs is defined relative to a baseline. This allows for j's that drop below among other aesthetically pleasing glyphs.

    I don't care for bold and italics. They can be a separate font like in every single existing system today.

    I don't care for effects. I had to design a font object once and would up dropping effects altogether as they were making the design explode in complexity. If you already have this figured out then great.

  • I know, I was bugging the devs for it

    Oh XBOX360 pad and standard pads are now seen as the same? thank god! I have no idea why it wasn't like that from the very start. In fact as a programmer it bugged the hell out of me.

    That reminds me of a question: EDIT: ALREADY REPLIED TO in the OP, SORRY.

    so how about integrating this with the default Construct install?

  • multithreaded programming is a pretty complex area.

    Hear, hear!

    I'd like first to see a game designed in a way that would benefit from multithreaded logic.

    Then worry about if this or that engine supports it.

    rendering is another issue and Construct does that quite well.

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  • 7450

    damnit, made a stupid mistake!

    Nice game. Now add an exit key! (I hate alt-F4ing out of games)

  • I'm a ******** developer and I'm excited. Will be even more excited once python is working flawlessly

    \o/

    Good show!

  • PhysX seems to have a lot of stability problems in shipped games. I'm sure with time it'll get better, but ATI's response was really nice:

    they showed a prototype of Havok implemented in OpenCL.

    Now, the kicker is that OpenCL is an open specification, so NVidia and others can and probably will implement drivers for it, then you'd write OpenCL programs once and run them on either a GPU or a multicore CPU, whatever's best in a given configuration.

    But we're not there yet. So don't think about it too much

    Now, if someone implements Box2D in OpenCL...

  • I needed this too, turns out you can use sprite instead.

    Just use distort maps to scroll and scale and now your object is also a sprite, with all its perks

  • Standard PC joystick support too plz?

  • actually I've read in many places that you shouldn't use lists and other dynamic structures for stuff that changes a lot.

    Turns out allocating memory is rather slow, so it's better to have an array/pool of resources and activate/desactivate when needed. Creating a new one is activating a deactivated resource and overwriting its values.

    You can do that with arrays already. I could post an example if needed.

  • and a button that when you push it, kittens come out

    http://www.penny-arcade.com/comic/2007/9/7/

  • is there really a huge market out there who use gamepads?

    All PC gamers I know own at least one gamepad.

    To note, in PC parlance "gamepad" includes wheels and whatever strange device you might have. Myself I have a gamepad, a wheel, a stick and a freaking dance mat.

    I haven't met a single person who plays with a 360 pad, but then again XBox aint so big in my country. While some people won't spring for even a mildly decent 3D card, they always spring for cheap controllers.

  • solid noise? what do you mean?

    also, what do you mean clouds? as an effect/behavior? they can easily be done with what's there now

    On adjustable blur:

  • I used acceleration based zoom for the 8-direction object in the same way Ash points out. It's really smooth and pleasant.

    add some modulation to adjust the speed of the zooming (current = current + (target - current)*modulation)

  • I saw an animation of a swimming shark using that technique once.

    Seeing it in motion is actually just as easy and tiresome as seeing a still.

    It even might be easier to see because of the way our brains process images.

    However, doing that for more than a few seconds would give you horrible headaches.

    The future in 3D seems to be special multi-angle displays for home and polarized displays with glasses for theaters.