Somebody's Forum Posts

  • Mammoth, your better off just having have the EventSheet system re-created in Unity.

    This seems to basically do that: http://www.hutonggames.com/

  • - this really reminds me of a problem I have been having with either C2 or the graphics card determining when to use mipmapped (downscaled) textures in a very wrong way. If you go into Project properties - View - and set Downscaling to low - does this still happen (on high-res mobile devices)?

  • I for one would hope he's learned not to listen to the vocal minority and continues to develop for the silent majority - at least until multiplayer has a much larger usage base.

    Something tells me that there were plenty of these "How do I make game X" people voting and then when it wasn't like this:

    [attachment=0:1wjw74g1][/attachment:1wjw74g1]

    They went "Oh, but C2 was supposed to be SIMPLE" and promptly forgot about the plugin.

    Listening to the silent majority might be hard as they are... well, silent. How about making a poll either rep-limited or licence-ownership limited and get some sensible ideas?

  • Make your own system, use arrays and save as JSON files probably.

  • Alright, thanks to R0J0's hint I fixed up another Shader - Flag (aka Snake)!

    Since we have some limitations it will work properly with a certain type of image, but when it does it's a rather neat™ effect.

    Added to the main thread.

    PS. Hey, TiAm - the game has either flags or snakes, right?

    PSPS. FISHIES!

    PSPSPS. Add a little sine for height and you can get some rather neat effects:

    What I like about this is that you get perfect seamless looping within the given time. So you could probably go crazy with the shaders - capture the result and have some neat looping animations.

  • Well, R0J0 has provided a solution - for some reason if the <extend-box-horizontal> or <extend-box-vertical> settings in the xml are beyond zero we suddenly work with screen/layer coordinates, if they are 0 we work with local coordinates.

    Perhaps Ashley could clarify why that is the way it is and if there is a way to use local coordinates, but expand the drawing area?

  • It does feel very much like boulder-dash, but I feel like even boulder-dash had sub tile level of movement - somehow that jumpiness is a little jarring, perhaps there is a way to make it a bit smoother (move-to behaviour?).

    Other than that it looks rather nice with pleasant colors and enough sweets to make a dentist excited. Could probably use some mild effects when you eat something, be it a flash or some particles or both.

    Nicely done overall.

    Edit: Tried a later level with the tube-sucking - very neatly done, but I wish it was a little faster.

  • Look into R0J0's excellent Paster plugin - it has some hangups with opacity and shaders, but you can place that bad boy in your scene, set a resolution and go wild (within the constraint's of the max texture size of your graphics card).

    You could probably even make a system that uses a loop to sequentially move the object around the screen and take several snaps of fairly high-res to be combined into a huge one.

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  • Cool, thanks for the info, this seems really helpful. I have some more shaders in mind - one way to overcome that problem would be an "inline" effect, I just cannot figure out how to draw "in" a color based on alpha.

    Also while searching on the web there's barely any decent beginner's material for fragment shaders, especially for "pure" ones, not linked with vertex shaders. The SDK has that little example and that's it, I guess. Somewhat tough without experience...

  • really? geez, imagine the user agent stupidity coming to the OS names because of hacky design os sniffing.

    I can only imagine the insane amount of badly designed crap the Windows teams have to shuffle through, especially for top tier programs (Adobe, heh) to make them compatible with the next version, and then to have all these anti-fanboys of sorts blame every single problem on Windows. Apple constantly breaks things even with smaller updates and apparently that's alright.

    I think given how many different configurations and applications Windows supports out of the box it's quite an amazing OS.

  • Cool effects!

    Thanks! I do wish a pro like you gave them a quick look and deemed them ok or not, though.

    For example, if I use Trim before your outlines effect then the outlines work, but are trimmed just like the sprite, but in screen-space - i.e. if the sprite is 50% width then when it's located in the left half of the screen we gut full outlines and in the right part - nothing. Weird, but then I have little idea how these beasts work under the hood.

  • It's like...Somebody is in my brain...

    BOOO!

    Seriously though, all these effects are great. Thanks for sharing.

    Thanks, I'll try to do more... in fact just did - say hello to... DOTS!

    It basically lets you set every n-th pixel to show, vertically and horizontally, so it's like a very configurable scanline effect. Set the grid to 1x2 and you get classic scanlines:

    Set it to 2x1 and you get vertical scanlines:

    Or do both at 2x3 and throw some glow effects on top:

    Ah, fond memories of Starcraft custcenes...

    Added to the full listing above.

  • Quite likely you need a variable for the collectibles. Then you can place each one as usual, but add on startup - this collected >0 destroy specific collectible. Or an array if there are many. Then just save it and load it as needed.

  • As to versioning, what about a shared dropbox/G-drive with all the versions? Just keep dropping in the new ones whenever you update.

    I'll look into this - have to clean things up a little and do some actual work work as well.

    While we are here - forgot to mention some new features: You can now select related parts with more than just exact values (V key). Now there's "Same part" (P) and "Same Hue" (H) - sometimes useful.

  • My first experience with Pang was at the arcade, looks quite faithful (well, apart from the "player" for now ). There's good color contrast and everything seems to move "right".

    1) I would add some sort of bubble-debris to them popping apart from the particles - like random yellow bits that kinda fall down with gravity perhaps.

    2) There seems to be little indication of getting hit - some sort a screen shake/flash would probably help with that.

    3) The UI at the bottom feels a little basic, it could probably use a little more work.

    Looking forward to trying it out in motion.