Davioware's Recent Forum Activity

  • Hmm, I have no clue what you are talking about mr.

    I'm blocked by a lack of features.

    No. Go wash your hands.

    But seriously, post a cap or a picture or something!

  • Any conditions involving controls in the Mouse & Keyboard from 0.98.9 or earlier won't work until you double click to edit them, then click Finish. This is because a new parameter was added to it since 0.98.9, and it will display as %1 until you do that.

    I noticed that my caps still work without doing the double clicking thing, any ideas?

  • - [FIX] Fixed framerate mode no longer accelerates after recovering from a slowdown

    YES! I've been waiting for this, and i was hoping you'd fix it. THANK YOU!

  • Don't worry, first projects are never well organized. Just focus on learning everything you can, organization is not important at the beginner level.

  • This is Constructor

    THIS IS MADNESS! THIS, IS, CONSTRUUUUUUUUUUUUUUUUUUUUCT!

  • Then why don't make a function on sprite meshes that "rasterize" the mesh and transform it directly in a sprite? That would be easy and simple.

    The whole point of the mesh is so that it has z-depth. if you want a sprite, make a sprite. It's not going to be more efficient to turn the mesh into a sprite, It will use the same amount of resources. If you really want to be able to make large textured polygon sprites (bigger than a screengrab will allow), go learn and use a 3d app.

    Besides, I showed you a method for easy polygonal level creation with full support for distort map collisions the other day..

    http://dl.getdropbox.com/u/1010927/DAVI ... rain98.cap

  • Didn't dload yet, but does it support changing blur amount at runtime?

    EDIT: It does! sweet! thanks for this madster, will definately come in handy. I also noticed it's not as smooth as the other blur shader, but you said it's vastly unfinished.... so improve it NOW!

  • The background is really nice. Hitting that stump is also pretty fun.

  • Since it is now possible to rig a sprite to a deformable mesh, perhaps you could use that, and code the points to flex in a natural, physics-like manner!

    You dont need the new mesh features, just x and y distortion.

    sprite distortion might be able to put out a decent effect.

  • The devs rock.

  • So, for example, when you untick bounce off solids with the ball behavior, It stops checking for collisions completely right?

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  • it's probably because you're using 1280x1024. I'm pretty sure it's treating it like a 2048x2048 texture, which is rather massive. Also, transitions cause all kinds of bugs atm, so I wouldn't recommend using them. I haven't fully tested all of them out, so it may be only certain transitions which are buggy. Fade to black might just work, but heed my warning and realize that they can cause graphical glitches and bugs. Use at your own risk.

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Davioware

Member since 25 Sep, 2008

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