QuaziGNRLnose's Recent Forum Activity

  • ive already thought about asking for something like this.

    the only way i see it could be done is using a pixel shader. im not sure how i can explain what you need to do without a picture so here

    <img src="http://dl.getdropbox.com/u/1010927/reflect.png">

    youd need to map the layout area into a virtual hemi cylinder, and map the sprite as a virtual cylinder (or sphere depending on what shader youd need), then youd need to make the sprite reflect what was on that hemi layout. things farthest from the sprite would be extremely squished, ect like youd expect on a rounded objects reflection. then youd have parameters like reflectivity, and specularity. it would be pretty GPU heavy tho.

  • as long as it doesnt cost more than 150 bucks id be ok with it, but i rather have it free.

  • The blog has a new post.

  • its not a bug, but it is a problem. i was about to report it before i saw this thread.

    the math to fix it shouldn't be that complex, but i do feel the canvas should do it automatically, since it would be what you expect.

  • no use to do it for PVs, when you want to reset a game you reset all the GVs, because they will always keep their value, PVs wont.

  • change layout to current layout is a quick way, u only need to reset global variables, thats why you should avoid them except when you want trans-layout variables

  • > I want to see your characters walk. Over rubble, and uneven terrain.

    >

    > Do it now!

    >

    Maybe a good solution is to make rubble and uneven terrain just cosmetic and having a straight 1px line as the real solid ground?

    no my ik walking should be able to handle most terrain, cept for really glitchy pixely stuff. We might ask for your help in the graphics department sometime, but the projects really young and we need to flesh the engine out a lot more before we even consider making proper graphics/ recruiting anyones help.

  • thats probably gonna be the hardest part to make, so don't expect its gonna be done very soon, i have a rough model of it working, and might start on the real thing today, or sometime this weekend.

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  • glad you guys like it, theres a lot more stuff to come.

  • you should just assume, its like mentioning the game will use sprites xD

    btw there are 2 new updates, they both contain a techdemo

  • -------------------<img src="http://dl.getdropbox.com/u/1010927/Whine%20poster1.png">

    many of you have probably seen davio and i's sigs and asked "WTF is the whine engine".To clear things up, its a game me and my brother are working on, a zombie game. itll feature all kinds of crazy stuff like procedural walking, fist fighting/pistol whipping with analogue controls, destructible environments, destructible zombies (hehe, you hear me) and perhaps even a procedural world generator so that each of your playthroughs are varied and different, really cool blood spattering, and of course a large variety of weapons.

    its a very new project, and we havent decided on everything to be included yet. Which means features will be added and removed as we go along.

    a blog site has been created which will feature frequent updates and news about the project.

    it can be found here:

    http://whineengine.blogspot.com/

    or alternatively by clicking on davio or i's sig.

    thnx you

  • ive never been limited by using only events, and i have made some pretty complicated things, dont feel that because you cant do something its eventing thats holding you back, think about the solution because its 95% possible using the current system.

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QuaziGNRLnose

Member since 2 Aug, 2008

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