QuaziGNRLnose's Forum Posts

  • this is another one of my little experiments.

    its an IK tentacle solver.

    it works alright, but its sometimes not very aesthetically pleasing because it can collapse on itself to get a solution (due to the way it works). but as long as you don't push it around to erratically or back onto itself and control its movement well it looks pretty nice. i added a distort map ontop of the nodes as a test, feel free to unhide the sprite named "N" to see what the actual solving mechanism looks like

    feel free to use this if u want to, it would look cool as the tongue of some big lizard boss or a worm or something

    ill try to get the solving working better, right now its pretty hacked together.

    http://files.getdropbox.com/u/1010927/tentacle.cap PS: Its made in 98.9 or wtv so it might not work in the newer versions (especially the mesh distorting)

  • honestly, im starting to hate the oversaturation of the gaming market with shit, and FPS's which are good and all, but just are just the same old hat stuff. i mean i can understand FPS's with online are fun, but i currently own 3 fps's, and 2 3rd person shooters, and that sickens me. this is the first time, EVER on a console that i own more than 2 shooters. it used to be that i had a console to play games like banjo kazooie, or mario 64 and stuff like that. but now most of the games like that suck. its not nostalgia, i know that much because i just recently started playing NES games, which i used to avoid and are enjoying them much more than and console game. i never owned a NES and i can say i enjoy playing megaman over gears of war, or COD4.

    it just seems to me as the years go by, the # of enjoyable games for each system goes down. the market is way too big nowadays. everyones doing the same thing.

    Nintendo all went downhill since the wind waker, and since Rare was bought.

    i guess all of this is why im into indy games now. they bring any style, from any generation and all of the stuff feels completely brand new, or like the stuff i used to enjoy as a kid.now i wanna start seeing n64 generation esque games being made. theres a strange gap in 3d games being made. everyone feels they all have to be amazing looking and not focus on game play or design. the N64 zelda games did a great job of makin that ugly polygonal world feel real and full of life, now 3d games look real, and feel dead.

    wtv thats my rant on games. all i really need is a snes controller i can attach to my comp, and SDTV-PC hookup and i can get all the advantages of a console

  • <img src="http://files.getdropbox.com/u/1010927/SS%20screenshot.png">

    my unfinished entry for the Game Jolt compo.

    Davio is working on some stuff for it too

  • Looks cool. How'd you get that sorta-painterly looking effect in the screenshot/photo of the vending machines?

    seems like color reduction

  • well today i decided to whip up a quick test of some 3d concepts and ideas i wanted to try in 99.3

    http://files.getdropbox.com/u/1010927/3d%20shooting.cap

    its simply a test of shooting in 3d space, using Z depth as a dimension in place of Y. the collisions with the blue squares are a bit bugged at the moment, but im trying to fix that.

    mouse controls your aiming direction, clicking spams a stream of bullets, and shift is to jump, arrows control your characters L/R movement and Z movement.

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  • with 3d box and mesh distortion almost all of that is possible

  • if i had to choose between moblur at 20 fps or no blur at 60, i would gladly choose 60. when moblur is simply an effect that wont destroy fps, its of course a good thing, any effect that can be added to make a game look better is usually a good thing, but adding that effect at the cost of lots of framerate when it has minimal effect isnt.

    Claymation looked bad, not because of a lack of motion blur, but a lack of frames and quality tweens. the tweens werent proper so it gave a jittery effect. disneys animation doesnt have moblur, but its extreme framerate makes the animation incredible. if the animation was done with 30 frames and blur info, it wouldn't look as good

  • you can force construct into doing anything, but that doesn't mean its going to do what you force it to better than other programs meant for those things.

    yes 3d is possible, but not very practical. try making a game with that, instead of a tech demo lol

  • Any game that relies on analog controling needs a gamepad.

  • why dont u use a sprite instead of a tile, and why does it need to be rotated anyways, iso tiles arent rotated

  • why not use filters instead of a pixel shader? i doubt you need it

    just do this, set filter> right click on the title bar of the select filter parameter> use expression> then write setRGB(x,y,z)

    x y and z are variables for red green and blue respectively

  • thats not what this is needed for, its to see a larger plot of your events than simple 1-7

  • at first this may seem useless to a lot of you, but i would find it extremely useful for managing a big project while you make it. i always tend to find myself looking at only 3 conditions on my monitor because of the long amount of actions i put in each one. it would be nice if i could zoom out and see 10-20 so that i could reorganize things, and improve my workflow.

    zooming in and out would let us look at our code in an easier way when we have alot of it.

  • Yeah, well, that covers quite a spectrum of development. Hardcore developers wouldn't be too excited over Construct.

    first off woooooot for construct.

    secondly, i really dont understand why not Mipey. developers can be anyone, and construct opens that up for them. also, hardcore developers would be excited if they didnt brush it off as just "yet another game making software" once it gets out there many people will be using it. It makes things alot easier, and can be though of as a super-high level programming language which retains a lot of the capability of any other programming language, even with its simplicity

  • perhaps the cores could be used for multithreaded loop processing