QuaziGNRLnose's Forum Posts

  • actually it can be done in 2d, i read up a bit on AO and it seems like it actually wouldnt be too hard to implement using events, but i need a clear example of what exactly ur going for with AO, because in 2d the lightsource can be from the viewsource or from a skylight. and getting the effect to look right largely depends on what you'd be trying to do

  • i had dial-up until a little over a year ago.

  • have black bg make a layer with all your graphics pure white, then you have to set up another one ontop with a bunch of white squares on it which you tile for the entire screen area. you give those squares an effect that grabs the draw are behind them (additive plus, magnify, opacity plus) set there properties to 0%, then add tint plus to those squares, and adjust the tint of the squares to stain the white gfx below them

    http://dl.dropbox.com/u/1010927/attrbclash.cap

    example thrown toghether, to actually have objects be certain colour and stain the bg like in that "ruins" one would mean you need to adjust the colour of squares which the objects to be colored overlap

    EDIT: heres one with said effect http://dl.dropbox.com/u/1010927/attrclash.cap theres no ordering yet but that would be easy to do with an ordered loop and a family

    i think a pixel shader could be written for it, but setting a "colour" for objects might be hard to implement, your gfx's would need to have their colour incoded in them somehow.

  • > fog isnt difficult to implement, just adjust opacity or filter settings based on Z height of each box id imagine

    >

    Wouldn't that color the whole box instead of making a gradient-like effect depending on how close the 'camera' is?

    yea but thats the simplest way, you would only do it to very far out boxes anyways so i don't think it would be noticeable. having the effect applied to close ones would look ugly tho, but im assuming you just want it so that you have draw distance with a smooth buffer instead of boxes popping in when you hide/unhide them.

  • instead of spamming of the YC subforum you should compress these all into one ITS easy challenge thread, with all the different challenges listed consecutively

  • fog isnt difficult to implement, just adjust opacity or filter settings based on Z height of each box id imagine

  • this is actually a really cool idea that'll be good to see the vast amount of ways to do things which aren't done all the time nice idea man, good job improving on the idea of that thread

  • in soviet russia, YOU ghost the SHOOTER!!!

  • really cool, but doesn't seem to practical for any large scale thing, id love to see how complicated it is to set up tho, because if its really simple thats a big bonus.

    decrease the window size, its huge and lags everything, plus the render space isn't even being used

    put a tan filter on the mesh distory one and give the layer a colourise, itll look helluva cool (firrre Qzblobs is whatll happen)

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  • Well so far what ive seen isnt too impressive, but i have no idea if its userbase related (99% narutards ect) who dont have a clue what theyre doing, or just that the software is a hardware accelerated "the games factory".

  • <<<< yes we can

    rts games and isometric ones will undoubtedly be the hardest. the more indirect the control the harder.

    any 2d game is possible, be it pong to world of goo, you can do it if you know how, using only events.

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    my brothers (davioware) game made in construct uses sprites with z distortion (makes it 3D) to create a 3d background. although much more simplistic than that in the video, it still proves that its possible to do, and this wasnt very hard to put toghether either.

    technically you could make anything but the more complex, the harder it gets because you need to start figuring out transformation math and stuff like that. which ive done, and to do it you really need to know what youre doing.

  • i you post a cap ill show you how to mount it on a sphere to make a populous style planet

  • *imagines what my bacon would be like with pickles*

    <img src="https://dl.dropbox.com/u/2032810/picklesandbacon.jpg">

    ...Pickles...

    i vote GREEN TURDS on BACON

  • well from what i understand the size of the sprite will alter z heights based on the scale.

    i dont know what youre doing to scale, i assume width and height on the sprite which you load a distort map onto, well why dont you scale things manually by "stretching" the points x and y to a bigger size instead of using "scaling"