sqiddster's Forum Posts

  • Not sure a flood fill would completely satisfy what you want. But what do I know ;)

  • en.wikipedia.org/wiki/Cellular_automaton

    Your life for the next few months will revolve around celluar automata.

    (Unless Yann shows up and gives an impossibly amazing example)

  • I suppose that would also be true. However the layer my object is on is parallax 100,100.

  • I don't think this is possible at the moment. I'm pretty sure it's on Scirra's mountainous todo list.

  • Hey all,

    I have a quick question. I have an object with a warp effect. This is all well and good, however I have noticed a problem. It seems the effect changes based on the perspective of the viewing window. For example, if I am scaled out, the effect looks a lot different than if I was zoomed in. The effect seems to not be taking into account window scroll, layer angle, etc, etc.

    Anything I can do about this?

  • Yann

    Brilliant, mate! Never thought of applying the effect to the texture.

    Thanks for going the extra mile with that black to alpha effect, however it's not necessary as the texture always will cover the whole screen.

    Thanks again!

    EDIT: Just applied it to the game, works like a charm ;)

    Now I only need one type of object, and 10 times as less :D

  • It's probably because Awesomium is using an older version of Chrome. Hopefully they get back in the game!

  • Let's hope they get their update cycle coming along!

  • It looks like I'll be going with 1366 * 768 for the moment. It looks like the aspect ratio is a TINY bit off 16/9, but I guess that's OK. Also, that's my screen size ;)

  • Cool, thanks everyone

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  • Bonus usability hint: use choose(0,1,2) instead of round(random(3))

  • Hello all!

    I have a texture (tiled background) that will cover the whole layout (so I only need one of them). I want to be able to specify where it is seen using masking. However, I run into a situation where the masking object's transparent background has a different effect than having none of the object.

    Here's what I mean. There's a single circular mask in the middle, so I want to be able to mask out ALL the orange except the circle. However, you can see the masking effect not work outside the boundaries of the masking image. I guess this makes sense, but what can i do here?

    I'm aware I could just use a different blend mode and mask where the texture is not, however there are two issues with this.

    1. Since the masked shapes are pretty simple, masking where the texture is 'not' is much more complex and will use many more sprites.

    2. I'm also using the mask as a collision detector. This could save a lot of time and objects.

    Let me know if you have any ideas?

  • OK, this is all very interesting. I'll have to be more careful with the size of my graphics!

    Another very important question: I have an object which contains all of my static scenery objects as different frames in one animation. Does the game load all of these images even if they are not all used in a layout? Is this an issue?

  • That sharpen trick is interesting. Wouldn't that cause a drop in performance, however?

  • That's really cool. Never let it be said that I know what's impossible ;)