Urled's Forum Posts

  • Shit, i can finally log in. Remove my other account. For soem reason i couldn't log i nto this so i made another one to complain.

    I've been working on a realistic and not so demanding psuedo shadows caster with some REALLY convincing results. It only supports one light (and that light currently follows the player), although it could be modified for more lights.

    As well as this amazing light effect the game also features some state of the art bumpmapping and refraction.

    The attached screenshot really doesn't do the game justice. Give it a try

    DEMO dl.dropboxusercontent.com/u/133594057/shadecast.zip <<<<<

  • I made a new one. A bit better. http://www.speedyshare.com/6HwHv/pcmr.rar

  • An application that prints a famous manifesto to chiptune music.

    You can try it here: https://dl.dropboxusercontent.com/u/133 ... UNAAPP.rar

    Screenshot: http://i.imgur.com/k6VzvQF.jpg

    Runs really well ,because each object is blitted into the background instead of having a few thousand active objects, but still a bit cpu intensive (tested on a fx6300 and runs at 60f fps). As far as gpu power consumed, it's a piss in the bucket if you have a decent enough gpu.

    features:

    -14896 (estimated, but obvs alpha channels are ignored) pixels of a source image blitted into the canvas object and moved around in a sinewave, whilst simultaneously recolored.

    -Cool sphere that refracts and stuff

    -a manifesto (guess whos?!)

  • pixel splitter

    smoke

    car

    circles

    topdown

    windows 8

    explosions

    displacment

    lava

    responsive water

  • "Have fun."

    I'm not having fun. Do I get a refund?

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  • Hm, I didn't see enough curved paths to like what I saw. Defo needs more curved paths.

  • I'm making an atmospheric diving rougelike inspired by towerclimb and nethack. It will focus heavily on exploration, lighting and atmosphere. It features proceduraly generated underwater dungeons.

    <img src="http://i.imgur.com/9sGR0gz.png" border="0" />

    Controls (xbox cotnroller):

    A - electrify

    Start: menue

    left stick - move

    Note: currently you can only use the xbox controller

    Download

    db.tt/mlM7QOOs

  • It's sick. What has this world become? So depraved, Illness all over.

    A cleansing is in order.

  • Urled posted a link to a Youtube video. If he were really that paranoid, he wouldn't have done that. He's just Trolling for response.Diggign up a year old thread? Seems liek you just might be a NSA dissinfo troll.

  • Urled ah I see what you mean now, well that's definitely looking great! <img src="smileys/smiley4.gif" border="0" align="middle" />Yeah. I think it's pretty original. I have certainly never seen it done like that before.

    But I'm worried about lag. Just got a new computer so I'm sort of going nuts with the effects.

  • Sorry to hear about the loss <img src="smileys/smiley6.gif" border="0" align="middle" /> I once had a crappy wi-fi connection wipe out quite a few games and source files when I accidentally used cut+paste instead of copy, wasn't fun

    You can in CC <img src="smileys/smiley4.gif" border="0" align="middle" />

    + System: Start of layout

    -> Canvas: Update collision mask

    Trick here would be to paste your car sprite into the canvas, update collision mask, then clear the canvas to transparent again

    Yes, that works, and I am avare of the function. The problem is when another sprite is pasted onto the canvas, it ignores the collision mask and pastes over the bounding box.

    I did figure out how to make it look better though, a box about 5 px shorter than the car sprite in both dimensions, then you add a smoothen shader.

    <img src="http://s8.postimg.org/5nv1wkmid/Untitled_2.png" border="0" />

  • Urled ah okay, looks awesome! <img src="smileys/smiley4.gif" border="0" align="middle" /> Will the gibs from the first demo be coming back?Hello, the reason I actaully had to start from the beginnign was my old lappy broke down so I lost the .cap along with a bunch of other caps. I had to start all over again, and slowly add the features the old one had.

    And yes, dismemberment will be a thing like it was in the old game.

    But what I am actualyl focusing on right now is tryign to get the car to behave as realisticly as posible without it beign preset and hardcoded, so I can use alot of car with diffrent handling.

    This time around I did not draw the car (as is apparent by the quality of it), but rather I used a real picture and cut it out.

    I also want to focus alot on the effects, but I'm worried about lag.

    Especially scary was when after I had added the heightmaped blood wich works like this:

    I have two canvases, one over the other, and then when blood is pasted into one it is also pasted into the other. The top layer is turned into a greyscale image and height map shader is activated.

    It doesn't look as good as it could, but I think it will work shortly.

    Also, the blood on the car is canvas, too. Sadly I don't think you can edit the collision mask of a canvas, to make it fit the shape of the car.

  • The updated versio nthat will be uploaded in the next few days will have:

    Heightmapped blood.

    Hittign peds impacts car performance

    Blood sticks to car

    Here is a screesnhot

    <img src="http://s24.postimg.org/exyiqrv5h/C_Users_Admin_Desktop_as.png" border="0" />

    <font color=red>Edit: Nevermind, Might just upload it now.</font> Link updated:

    db.tt/AkoOe22K

  • Urled looks great! but it's not moving for me, is it controller only now?Click car to activate the veichle, wasd to move the car

  • This has come a long way. New update.

    db.tt/AkoOe22K