Somebody's Forum Posts

  • Thanks for the kind words, guys, to commemorate - 0.4 with slight teaks, like maximized playfield, tweaked font and an explanation of how you died.

    More to see!

    <img src="http://images.devs-on.net/Image/IQzQtY9Y4cYlD08-TUNNEL04DX9runti.png" border="0" />

    Easier to read!

    <img src="http://images.devs-on.net/Image/WqqfhLTZsDvC0Cn-TUNNEL04DX9runti.png" border="0" />

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  • Sure sounds like a bounding box collision problem (the only type currently available in C2 if I'm correct?).

  • Found and fixed a bug - the difficulty scaling was affecting the movement at times, which is no longer the case.

    Additions: Now comes with a custom font to complete the look and some slight improvements under the hood.

    It looks like this:

    <img src="http://images.devs-on.net/Image/Rj1Idz8Uixnz12u-TUNNEL02DX9runti.png" border="0" />

    <img src="http://images.devs-on.net/Image/hcWFKCOultfLy1P-TUNNEL02DX9runti.png" border="0" />

    And we'll call it 0.2, heh.

    Sol - simple - "particles" with bullet behaviour and random range get spawned above, when the range expires they spawn the "splash" and an expanding/fading white ring to a layer with the Magnify effect applied.

  • Spasibo. Yeah, we had this little ridiculous intro fx challenge in the chat so that explains the crazy menu.

    And you also lose if an enemy gets past you, so if a red guy gets by that may explain why you die every 4.11 seconds. It's very unforgiving <img src="smileys/smiley1.gif" border="0" align="middle" />

  • These effects are optimised for performance so getting quality glow for smaller things like text may be hard. So your options are to either make it bigger or (if it's static, like a part of the interface) make the text glow in a graphics app and then just put it right in.

  • Glow seems to work by shifting the opacity and brightness of things - so it won't make a glow around your object. The way to achieve this is to add Blur Horizontal, Blur vertical and then Glow.

    If you plan to have many glowing things I'd suggest putting them on a separate layer and using the above mentioned as Layer Effects, this saves resources.

  • Thanks.

    It's pretty simple - we load a 3D cylinder and then set a texture to it from a canvas which just happens to be the little 2D window at the top left corner. So you are actually playing the game in 2D up there and it's being projected onto a canvas and the canvas texture is given to the 3D object.

    In general the game from the tech test start to this took about 8 hours I think, maybe a little less.

  • Edit: You can now download the improved 0.4 version: URL=http://dl.dropbox.com/u/1328856/TUNNEL.zip" rel="nofollow]It's here. Enjoy!

    =====

    Hi all.

    One problem I find myself facing on regular bases is aiming too high, wanting too much and then never finishing anything. So a plan was drafted to make something so simple, so plain it couldn't possibly fail...

    And the right opportunity came in the face of some texture setting R&D. Thus, without further ado, but with a huge "Thank you" to R0J0hound for texture setter plugin and also thanks to Yann for some creative input I present to you the first iteration of TUNNEL.

    I tried to give it have most things that a game should have - a title screen, a game over screen, some small amount (64 pixels actually) of gameplay in-between (with rising difficulty!). Even some music sure to annoy some of you. There may be more to do, like sounds effects and maybe more gameplay - that's all up to you and your feedback.

    Title screen:

    <img src="http://images.devs-on.net/Image/r3xJbVd0gpO7LQp-TUNNELDX9runtime.png" border="0">

    Hardcore dual action:

    <img src="http://images.devs-on.net/Image/JfqLW3s3QknHqIv-TUNNELDX9runtime.png" border="0">

    You'll see this a lot, especially if you try to take screenshots:

    <img src="http://images.devs-on.net/Image/auRkjDdAuSWXlFe-TUNNELDX9runtime.png" border="0">

    And here's the thing itself. Enjoy!

  • Looks rather neat and certainly an alternative to the large and bloated packages for simple tasks.

  • Ah, I understood as much by looking at the code. Unfortunately the rest was beyond me.

    Converting RGB to HSV is a rather tricky process and it basically usually uses either picking out one of six cases or a tricky bitwise magic.

    I managed to find a sample that uses the same transformation matrix (RGB to YIQ to HSV), read it through and checked all the values, but they appear to be correct. The only thing I'm not sure is - does the transform matrix need to be multiplied with the input colour?

    Either way, thanks for your work on the effect.

    Edit: Looking into it further it seems that the default transform values assume a default display gamma of 2.2 which may well be the case for our regular everyday visuals, but possibly less so for the DirectX based CC output. Thus the end result becomes darker? Not really sure.

  • 100 +/- 3 at all times. Amount of objects doesn't matter i.e. it's still ~100 even looking at an empty space.

  • Hey, super-great effect, but there's a little problem - it seems to adjust something (looks like brightness) besides the hue.

    Here's an example of a 255 RED object being hue-shifted using this effect:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/5b9f0405.png" border="0" />

    And now the same thing in a graphics program:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/4a144eec.png" border="0" />

    Could something need fixing or is this just the way the graphics card does this?

  • Like mentioned above it's the java based Opera Mini. So the phone make shouldn't really matter.

    I suspect it may have to do with the way Opera Mini handles links and such.

  • Yup, still "There is nothing to preview" here.

  • Cheers, Tom, that sure would help. While we are at it - are there any plans to have "Show posts by this user" functionality usually available on most forums?