Davioware's Recent Forum Activity

  • test 'scrolly' (the y scroll position) so that when it reaches the point in your level where the scrolling is supposed to stop, it sets a variable "miniboss" to 1, which makes it so that the miniboss backgroud starts looping, the main scrolling stops, and the boss starts. Then when the boss dies set miniboss to 0, which means the scrolling continues.

  • This is normal behavior, as Ash mentioned a while back. I don't think it can be fixed, it's just the way directX works.

    Let me explain: when you preview the game in fullscreen, DirectX dumps all the other textures stored (which includes the editor). Then when you exit the game it has to reload everything for the editor. It seems like even this takes more time than it should, but I believe Ash said it was unfixable.

  • Additive makes all black pixels invisible, that's what the effect is supposed to do. It "adds" the color plus the background. black is defined as 0.

    0 + background gives you background, hence, invisible.

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  • If it lags behind when scrolling then it's probably because the set position actions are before the scroll actions.

  • assuming you make one release a day, starting now, it'll happen in 931 years. I assume competition will be tough by that time.

    Fast forward..

    MMF 7 is coming out! They have added subevents to this version as a main feature.

    Gamemaker is releasing version 99, and this is their new logo celebrating the milestone ---> <img src="smileys/smiley1.gif" border="0" align="middle" />

    Users must now pay a small royalty for each line of code they add.

    Stencyl 2.0 has been released, but it went back to closed development after many complained that flash is dead.

    Meanwhile, Construct has an in-mind runtime, thought sdk, and export to pizza features. Davo is still working on the image editor for C2 though.

  • It's only in classic (at the moment), and the feature is called called families.

    edit: ninja'd by shinkan

  • Interesting, I had once made this same effect, but then questioned its efficiency vs. a canvas with grab layout. I settled on the Canvas. Have you tested it vs a canvas for full-screen post processing effects?

    And The_Funny_Guy, don't use a .fx to make something simple like screen shake, even if "it's easier". It's a massive waste of gpu time. Do it with events, it's not hard. I believe the effect already exists anyways, it's called offset, if I recall.

  • Nice! I was planning on making this, thanks. Looks really good.

  • The extremely low resolution allows me to use shaders quite freely without a performance impact. There's a few post processing shaders which are event controlled to set the atmosphere/accentuate certain things. Then there's more shaders on stuff like water and lava. It all looks really nice in motion, and doesn't slow down the game one bit. There are of course options to turn them off if you're on a really old machine or something, but I haven't noticed any slowdown. The game is way more taxing on the cpu than gpu anyway, even with all the shaders on.

    And yes Lucid, I will be selling it.

  • Tulamide had made this effect already. I think he called it zoom blur. His allows you to set the x/y focal point too.

  • Here are a couple of new screens. All in game.

    <img src="http://dl.dropbox.com/u/1010927/TCscreenshots/WaterAndFire.png" border="0" />

  • I agree with simplifying the system, I never used animation angles or sub-animations. I never really understood what sub-animations were for anyways.

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Davioware

Member since 25 Sep, 2008

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