thomasmahler's Forum Posts

  • Hey guys,

    Is there any chance anyone here can implement a Gaussen blur .fx that can be adjusted through actions in the game? Right now, the horizontal, vertical blurs are pretty limiting in what one can do.

    If I need more blur I'm running two or more blur .fx shaders on a canvas object, which is really inefficient. Also, I'm not able to adjust the strength dynamically, which is really limiting, cause sometimes the camera has to zoom out and if the blur keeps the same strength value the game looks really off.

    All that would be solved if we'd have a single gaussian blur .fx file with an adjustable strength value that could be triggered during the runtime.

    Hope anyone finds some time to block this out.

    Some resources:

    http://vvvv.org/tiki-index.php?page=user+shaders (search for gaussian)

    http://www.grafnet.com.pl/

    http://www.gamasutra.com/features/20040 ... s_03.shtml

    http://digierr.spaces.live.com/blog/cns ... !860.entry

  • This seems super useful - can't wait til you release a first version to dabble with.

  • Rich, you're still working on it?

  • I love the visual style, but it seems like the gameplay is still pretty much the same as in Samorost. Since the puzzles are a little too abstract, often times it's still hard to figure out what you're supposed to do.

    I hope there won't be backtrack annoyances like the end of Samorost 2, where you had to drive away with the taxi while that freaking weird mechanic of how to fuel it had you redo the sequence 10 times.

    Also, is there no way in Flash to use the RMB in a different way or disable it? It just seems lame that I buy a full game, press the RMB and that flash menu pops up. A content creation program should never put itself into the foreground like that while you're actually playing a game or running an app or watching an animation or whatever.

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  • It's because everything is "global" in Construct. I think the thing to do is just have a Start of Layout where you set everything the way you want it for now. Maybe you used MMF before, which doesn't remember things as often. The Event Sheets act independently of the layouts, I'm pretty sure.

    A nice feature would be "reset values" for sprites, at least, so you could group together a bunch of sprites in a family and then "Start of Layout --> Reset Values" and it would set all the values to their initial ones.

    Exactly. It'd be cool if we'd have a nice little spreadsheet for all our global and private variables and being able to group variables together, so we could just "Start of Layout --> Reset 'Extra Attrs' Group'

    So, say, all the buffs and stuff would be gone if you'd start on a new layout without having to manually set everything back to a certain value.

  • Just make sure you guys finish Construct 1.0 and that it's ready for production stuff, meaning resolve the bugs and add the most needed features, then work out 2.0.

    A lot of programmers I know start private projects that show a lot of promise, then they get better at programming and get tired of what they were working on, so they abandon it. Would be a damn shame if that'd happen to Construct, cause it's on a good way to becoming the perfect tool for creating any 2d game out there.

  • 4.I think way too many people underestimate it's power and pass it off as a cheap mmf/gamemaker clone.

    The only reason that happens is because we haven't seen a big success story for a game being created using Construct yet - Once that'll happen and the creator won't be an ass by making everyone believe he did all the programming work, Construct will get the attention it deserves, cause then everyone will want a slice of the cake.

    I think the only big thing that's holding Construct back at this point is that there is no online capability. People will create single player experiences we haven't seen yet using Construct, but there's a whole lot you could do if Construct would make it easy to do online multiplayer.

    So far, everyone I've shown Construct to has fallen in love with it pretty quickly. It's the perfect tool for prototyping games. Looking forward, I'd love to see the same thing powering a 3d engine.

  • Yeah it is.

  • This is really cool, if you're okay with it I'll use it in my game

  • Basic Online TCP/IP functionality would be awesome, indeed. I'm sure we'd see tons of small competitive and cooperative side scrollers and stuff popping up.

    Right now, if you're creating a multiplayer game you're pretty much forced to keep things to one screen, which is incredibly limiting. Can't wait to see what you guys have in mind for online gaming.

  • Hire an artist. That's one thing you could do, that's what Jonathan Blow did for Braid, too.

    Other than that, that style that the Samorost guys used for the Samorost games was mostly based on photographs and relatively simple photoshop editing.

    It always helps to know a bit about colors and lighting, though.

    Another thing you could do for high res art that'll have a consistent look is to create the art in 3d and render everything out as 2d sprites. You'd still be able to use filters and stuff in the comp to make it look a bit more hand-drawn.

  • Oh, this sounds awesome, I'll give it a try tomorrow!

  • Haven't tried your custom controls thing yet, Lucid.

    The idea is just that we should be able to easily control characters in cutscenes - if I just use X Velocity, the player moves, but the animations will be off, cause the velocity and the animation loop doesn't sync properly - or I'll have to precisely time it, which breaks in cases where a cutscene starts and the player could stand anywhere on the screen, but now has to go to X.

    That's the whole issue. It'd have to be like a script, remote controlling the players movement.

    If Cutscene 01 is '1', simulate player move to X.

    Which means that the player would move to X and the exact settings that I set-up in the platform behavior would still apply. Doing it over X Velocity won't ever work in those cases.

  • Don't wanna hijack this thread but it'd also be great to have:

    1) Simulate events.

    If global('Cutscene01') is on, Player walks to X, Y, etc.

    If Cutscene 01 is on and player is at X, Y, play animation blabla.

    It'd be freaking great being able to simulate the platform behavior for Cutscenes.

  • Awesome - I was waiting for that, thanks!