QuaziGNRLnose's Forum Posts

  • whoops didnt think this through properly

  • im not sure how I explain this the way id like to

    lets say you have a bunch of objects and you want them to act as a single texture when effects are applied to them,like the way particles + effects work. the only way to currently do this is to make them use a layer effect, or paste them all into a canvas.

    of course objects out of layout would not be factored into the texture, as to prevent gigantic textures.

    an effect group could be a check mark for contained objects, so that sprite A and B are in the same effect group, but even though C is contained by A its isnt part of the group.

    you could also add an attribute for that object itself to be an effect group, so that all objects of its type are factored in.

  • lol, respecting my fake trademark

  • make an alpha channel then save for web?

    first you draw your sprite and everything thats not part of him (BG) be the color of the outside of your sprite. (ex, black if it has a black outline, green if its green or wtv )

    then use that same sprite in completely white on a black BG and use that as your alpha channel

    the AA should be preserved as opacity now, instead of being raw non alpha fake AA

  • Hey Newt! hover boards dont work on water...

    UNLESS YOUVE GOT POWAH

    <img src="http://dl.getdropbox.com/u/1010927/hovaboard.jpg">

  • [quote:298jmu1w]Always: set beast value('Distance') to: distance(dave.x,dave.y,beast.x,beast.y)

    [quote:298jmu1w]trigger once (you might need to put this below the other conditions for it to work right)

    +compare distance,less or equal to 100(i dunno how far you want it to be)

    +beast is on ground: make beast jump

    thats how id do it

  • ive already thought about asking for something like this.

    the only way i see it could be done is using a pixel shader. im not sure how i can explain what you need to do without a picture so here

    <img src="http://dl.getdropbox.com/u/1010927/reflect.png">

    youd need to map the layout area into a virtual hemi cylinder, and map the sprite as a virtual cylinder (or sphere depending on what shader youd need), then youd need to make the sprite reflect what was on that hemi layout. things farthest from the sprite would be extremely squished, ect like youd expect on a rounded objects reflection. then youd have parameters like reflectivity, and specularity. it would be pretty GPU heavy tho.

  • as long as it doesnt cost more than 150 bucks id be ok with it, but i rather have it free.

  • The blog has a new post.

  • its not a bug, but it is a problem. i was about to report it before i saw this thread.

    the math to fix it shouldn't be that complex, but i do feel the canvas should do it automatically, since it would be what you expect.

  • no use to do it for PVs, when you want to reset a game you reset all the GVs, because they will always keep their value, PVs wont.

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  • change layout to current layout is a quick way, u only need to reset global variables, thats why you should avoid them except when you want trans-layout variables

  • > I want to see your characters walk. Over rubble, and uneven terrain.

    >

    > Do it now!

    >

    Maybe a good solution is to make rubble and uneven terrain just cosmetic and having a straight 1px line as the real solid ground?

    no my ik walking should be able to handle most terrain, cept for really glitchy pixely stuff. We might ask for your help in the graphics department sometime, but the projects really young and we need to flesh the engine out a lot more before we even consider making proper graphics/ recruiting anyones help.

  • thats probably gonna be the hardest part to make, so don't expect its gonna be done very soon, i have a rough model of it working, and might start on the real thing today, or sometime this weekend.

  • glad you guys like it, theres a lot more stuff to come.