madster's Forum Posts

  • Congraturation, a winner is definitely you!

  • hey thanks, desmonaut

    scrolling is infinite in the sense that it'll never stop scrolling, and the layer with the floor has scrollrate=0%, so the object is rather small. It's intended for brawlers or platformers, but could be used in sidescrolling shooters too.

    Of course, distortion becomes severe, and you need a tiling background which I didn't include

    I noticed that using bigger blocks (or "scanlines") makes it matter less, so either limit scrolling or use bigger blocks. But if you're gonna use small scrolling you'd be better off using box3D or sprite shearing.

    I'll post an update with proper floor art next release, gotta make it so I can place more than one of these (currently uses a global for holding the number of required blocks). Tried using scaling and remembered perspective isn't linear, so that's for later too.

    Any ideas/examples on changing the terrain? can't remember any old game with this kind of floor that did change the terrain seamlessly.

    Is this turnable into a plugin?

  • I'd like to stress that.

    Painfully.

    Horribly.

    Mind boggingly slow.

    Which is why on 3D this kind of thing is done with shaders only, all on the GPU side.

  • I don't think it's that important, as long as it doesn't change. Ever.

  • Screeny

    <img src="http://www.udec.cl/~jfuente_alba/perspectivefloor.jpg">

    floor wraps infinitely, bottom moves faster than top. Top is always locked to background.

    To use just insert an object and set the height of a scanline as a private, events take care of the rest. In the screen height=1px, larger looks blockier but is faster (and old-skoolish).

    Edit: larger "scanlines" also look better when far from the origin. Texture must be designed accordingly for a more convincing effect.

  • I'm rooting for multiple wiimote pointers at once

  • yes I did. Had to intall it to test a certain .cap

  • A scanline-perspective floor, as seen in old arcades

    Note: Had a runtime crash on startup before when using a large non-power-of-2 tiledbackground, did not crash in debugmode. Will try to reproduce next week.

  • OK, thoughts on this so far?

    Should I add a grid feature?

    My first thought: awesome.

    second thought: border and fill color for the stack counter background square.

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  • You know, it would be a good idea to create language forum sections... Russian, spanish, dutch etc., whatever is prevalent in the community.

    Seconded..... no wait, thirded!

    I know I'd get a bunch of spanish-speaking people in here

  • Apparently Windows 7 will feature multitouch capabilities.

    It's probably a good idea to do a plugin (as the keyboard/mouse plugin) once the SDK is out

    Which should be this year.

  • that worked.

    The cap illustrates exactly what I wanted to know, thanks.

    For others reading this thread:

    Set a private variable Index in the object, place one copy in the layout.

    events:

    on layout start destroy the object, then loop and spawn objects setting the index variable to the current index, increment index manually inside the loop.

    always loop foreach object, do whatever with the index.

    cool. Will play extensively with this. Oh yes.

  • It's planned for 1.0, it's a rather difficult and large thing to program.

    Whoa, that's planned?!?!

    I was thinking of using Python for that, but hey that'd be great!!

  • Yeah, that's why it'd be cool to have a system where we could just temporarily hop into a layout, use that layout to make changes or see a cutscene and then invoke an event to hop back to where we were.

    You could store the current layout into a global then jump back to that.

    As it is now, it lets you roll your own layout changing logic

  • Research "roguelikes" for plenty of dungeon generation examples