newt's Forum Posts

  • Like I said, depth of field

    http://dl.getdropbox.com/u/666516/dof.cap

    The opacity setting in the cap approximate what it could do. You just don't have as much control with opacity. In theory you could use a color filter for this, but we don't have decent controls for changing hue and contrast vs, just plain color. You could use the image manipulator, but it would be very slow.

    Which reminds me, there might be a drawback given that this is a blur, so the drawbacks may out weigh the benefits entirely.

  • The blur mask already supports variable blur based on the red channel of the image. The more red the blurrier it is.

    Yest that's what I was talking about when I said an animated sprite. Also it says COLOR0, so I'm assuming its based on any color, or more appropriately the absence of it. In other words contrasts.

    Therefore you can also use opacity to effect it, which helps, but still thats across the whole image.

  • Any chance of a variable blur mask?

    The available mask's work pretty good, but variable would be awesome for depth of field.

    You could probably pull something off with an animated spite, but vram would shoot through the roof.

  • Good lord, doesn't any one else check out the third party stuff?

    Heck the whole thing is an amalgam of snippets found on the forum.

    Ehh screw it, there's no way Ill have time to work on this.

  • Oh cool! Lets call it Stencyl!.... oh wait.

    Um does Java support hardware acceleration?

    I'm going to have to say no, as I hate running applets, and the security risks in an open source app that's this easy would be huge.

  • Yeah you cant tell it to set position to itself, because it will set every object to new coords.

    You might try using families, and use the pick conditions.

  • Sorry forgot about the bitmapped font plug. Id say take it out, but its a game about sayings, so I'd like to keep it. http://www.scirra.com/phpBB3/viewtopic.php?f=2&t=4078

  • I was playing around with a Carnage Heart type of engine when I found out about the Axiom contest on Game Jolt, and I thought to myself "why not use altruism's for commands instead of the usual ones?" I mean it kinda makes sense "a bird in the hand is better than two in the bush" would mean attack the closest enemy.... get it?

    Turns out it kinda works out nice, here's a cap of what I have:

    http://files.getdropbox.com/u/666516/smoixa.zip

    Im using the new custom movement engine, and it seems to work out pretty nice, although Im getting some errors with the bounce... oh David. Actually I wanted to use the restrain distance function, but I couldnt get it to work.

    Any way I was thinking that this would be way too much for me to work out in the given time, and it might be a good idea to make it a community colab instead. So if anyone's interested please reply here. We can make this a Construct group effort and submit it as such... who knows if we win we could get some face time on Game Jolt for Scirra.

  • The 99's introduced a function, I was wanting to use with another function, but then broke the function I was wanting to use it with. Get used to it, its beta. If you want it fixed get involved.

  • The more the merrier.

    Undoubtedly there will be tons of plugins eventually, and there will be some that most people will say "wtf is that here for?", but hey this is open source so each one adds in its own way. I'm just saying there's no point in whining over one that's been crippled by a more effective one.

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  • Yeah I'm getting some weird results, but I suspect its image editor related rather than imagmanipulator, but that's just another reason to use the function sparingly. Again per pixel operations are always going to be quirky especially when dealing with semi transparencies, not to mention other users hardware.

  • Post a cap, there's a number of ways to deal with this, but without knowing exactly what your doing its pretty hard to tell you what to do.

  • Nope that's completely doable, its just that there's no good way to implement it easily.....yet.

    Then as far as "high quality textures" go you should be be able to use them via U, and Y displacements. And as far as ease of use goes there no reason why tools cant be developed that anybody can use, but some people would rather focus on the broke easy way out.

  • Why don't you just use separate layers? One for the ground and background, one for the player, then one for the foreground.

  • Search the forum, or look in you Construct folder for a folder called tools.

    There are some mesh's there, and a editor.