madster's Forum Posts

  • Using boxes that way is pretty standard in 3D btw.... it's called substractive space. Used in Quake. Now with boxes, of course, but with meshes. Brushes!

  • however .swf is frame based as far as I know.

    of course that's only for animation. If everything's actionscript'd I guess you could do away with that.

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  • NewGrounds did a mini-game thing once, a bunch of people contributed.

    Theme was: mouse controlled, no clicks, 3 seconds to win/lose.

    The result was... weird, but playable and showed off everyone's abilities.

  • I like it but windowed + mouse based makes me click random stuff outside the window.

    Which in turn launches stuff I didn't want launched.

    Also, falling off = alt-f4.

    Oh and do stuff the wavs in the .exe!

  • im doing this without variables to store the relative angle and distance cause i don't feel like it.

    point.x+cos(angle(point.x,point.y,object.x,object.y)+(amount you want changed))*(distance(point.x,point.y,object.x,object.y))

    point.y+sin(angle(point.x,point.y,object.x,object.y)+(amount you want changed))*(distance(point.x,point.y,object.x,object.y))

    Move at angle is fine, too. It is basically like this:

    x = x + cos(angle)*distance

    y = y + sin(angle)*distance

    Its just that it strikes me as odd having a shortcut for the smaller latter and not the longer former.

    Can live without it though. It's just odd.

  • I haven't even considered putting a nice sound system in my car.

    It would get stolen in a heartbeat.

  • My entry. Not a real game

    Click and drag to place a wall. Drag to the right, as I didn't even manage to implement the other 3 angles :s

  • Topic: DIY.

    "doing building work yourself and all that, decorating, wallpapering, sawing wood, making stuff"

    _<

  • I don't think it's possible right now :s

    It would be nice to have though.

    Damn! I want a crack at plugins?

    I'm looking at you, mousekeyboard plugin :O

  • Most games are windowed nowadays

    O_o no they're not.

    Should I just change the game's screen ratio to 16:9?

    You can change the window resolution on runtime, there's a system action for that. You can choose any resolution you wish. Content, however, has to be adjusted by you (that is, if you change window resolution in runtime). Look into layout zoom. You may have to do some aspect-ratio math.

    Also, think if it makes sense for your game to display in both 16:9 and 4:3, as level design can get broken when switching between them. If it doesn't, pick one and add black bars (or whatever) for the other.

  • *insert sneaky petition to get rotate around point action*

  • ...is additively blending a set of offset images.

    not additive, it's an average. It's just a blur with a low sample count, suitable for real time. This is how current games do it (CoD4, Bioshock, Far Cry 2, etc etc).

    if the blur value goes too high, you get shadowing, and if it goes too low, you're sampling the same pixel more than once, which is inefficient. A true blur has to take in to account every single pixel over a range.

    This *is* a true blur. It's just low quality. Also, Motion Blur at size 25 is *exactly* like Horizontal and Vertical blur, since I modified them (normalized the kernel and introduced a factor). Only now you can smoothly go back to focus... or push it to a larger size, risking it looking bad. Designer's call.

    I'll be using it lots, at least. Already managed to cut down on assets on rocket-days by dropping the preblurred and decolored hills and replacing them with instances of the normal assets with shaders.

    Do try out the Motion Blur demo. shows how it looks, and it's gooood, specially the pulsating text below:

    <img src="http://www.udec.cl/~jfuente_alba/motionblur.png">

  • Hope I'm not getting annoying, but I was really lacking several blur types.

    So, here's yet another variable size gaussian blur, only this time you can choose the ANGLE.

    Very useful for motion blurring, its faster than doing the fullscreen thing.

    Good for ninjas. And stuff.

    http://www.udec.cl/~jfuente_alba/Blur%20Motion.fx

    It's almost just as fast as horizontal and vertical plus, so I guess it replaces them (just do two passes, one with angle 0 and another with angle 90).

    Included example: scirra logo moving with per-sprite motion blur.

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

    Edit: as per Shviller's request: a motion trail effect, similar to motion blur but only in the direction of the angle.

    http://www.udec.cl/~jfuente_alba/Motion%20Trail.fx

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

    Edit: bleh fudged the weights in the Motion Trail effect. Will fix tomorrow.

    Only one blur type remaining in my list

  • Metroidvania sounds good to me.

    I believe if we were to take the 'everyone make a character' route the art would be all over the place. Better to have each person do a different job:

    Gameplay design

    Art direction

    Level design

    Character drawing

    Animation

    Backgrounds

    Gameplay events & proxy objects

    Effects

    etc.

  • There's no need for any game to have motion blur turned on all the time, I don't think.

    I don't think so :s I mean if you say that because it's slow then yeah.

    But I love how it looks, more natural. At least the motion blur that comes with Construct looks like that. (has to do with magnitudes)