thomasmahler's Forum Posts

  • Nobody cares about MMO scales at this point - just getting basic TCP/IP functionality so that 4-8 players can play at once over the net would already be good enough.

  • Hmm. I have it set up like this right now:

    Player_healthbar: Set width to Clamp(Player.value('HP') / 3, 0, 30)

    (Player.value('HP') / 3 defines the width of the bar.

    , 0 = minimum value

    , 30 = maximum value

    You can clamp the Player HP Private Variable as well, so that it never goes over 100.

  • Hey Linkman,

    Just quickly wanted to know whether you ever dabbled around with getting a split screen to work using your plugin.

  • Found this thread:

    Maybe not an optimal solution, but it's a first step.

    I guess linkmans camera plugin could be of some use here.

  • Hey guys,

    Thinking about this currently. I guess the best way to come up with an old fashioned split-screen would be to use the canvas object. Has anyone used it successfully for that purpose yet?

    I haven't really looked deeply into that issue, just been blocking out a quick prototype the last couple of days, but I'd need a strong multiplayer component for it to work.

    So my current idea is that I'd need to draw the whole game and then use canvas to split up the screen horizontally or vertically. Out of my head, I don't think there's a way to define exactly what portion of the game the canvas object should display and I guess scrolling could definitely become an issue.

    Just wanted to throw this out there, maybe someone here has come up with a successful multiplayer implementation already and / or just wants to help brainstorm a bit

  • I'll sex up whoever makes an online plugin.

    Fo sure.

  • Keep up this pace, lucid, fucking awesome!

  • Sounds great to me, especially since the devs currenty seem to be mighty busy.

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  • It's the best Windows to use right now.

    Fuck Vista.

  • Well, how would you otherwise define what's the 'ground' and what's a 'platform'? Constructs platform behavior just queues whether or not your char is standing on a solid or not.

    Families are great for this.

  • This could be cool. Is the grain animated?

  • Theoretically, there could be a multiplayer plugin, but if you used it you could not sell your game.

    No go.

  • It gave me a different effect than blur horizontal and blur vertical as well, that's why I didn't use it.

  • Thanks guys, some really good input here!

    madster: That might be true, but I guess this should still work:

    Blur Vertical and Blur Horizontal applied twice (means: Blur Vertical + Blur Vertical + Blur Horizontal + Blur Horizontal) gives me pretty much the result I want. So I guess it should be possible to just write one .fx shader that does exactly that - take blur vertical and blur horizontal twice each and give me a global strength that I can set in the effect globally AND still change during the runtime.

    I don't need an exact copy of Photoshops Gaussian Blur, I get something that's good enough with the method described above. The only 'problem', really, is that I have to apply the effects a couple of times and that I can't change the strength of it during the runtime, which sucks if I want to do perspective changes and can't change the blur level that's applied to the canvas object.

    Hope that makes sense now

  • newt: Madsters blur effect is quite far away from what I get in Photoshop with a simple gaussian blur. I can change the strength alright, but if I raise the value from it's default 2.5 to 5.0 it does some really weird blurring, whereas a blur with a blending mode in Photoshop works great.

    In general, blur horizontal and blur vertical do give me the same effect I get in Photoshop, but there's no way to control their strength settings and I have to add a couple of those on top of one another to get what I want.

    Arima: Not sure I get what you're saying.