Candescence's Recent Forum Activity

  • Awesome! Though, I just realised that what I'm trying to do with the Custom Movement is impossible anyway without fine collisions, so, basically... Yeah, gonna have to wait until that's released before I can properly test it out. XD

    But, yeah, neat update, even if it's a bit minor.

  • Not working for me. I had to set the associations manually, and even then, sometimes Windows Explorer refuses to set them. Win 7 32 bit, here.

  • OH. Cripes. I didn't notice it before because "angle of motion" has its own "section" with three choices of events, I was expecting just the one "set angle of motion" event, and I missed it completely as a result. WELL I'LL BE DAMNED. XD

  • Nicely done! Though, there are a few ommisions concerning the Custom Movement Behaviour...

    I tried replicating Davo's "Sonic-style movement" method, and some things stopped me right in my tracks:

    • "Push out of Solid" is not only locked into "solid", but also does not allow you to put in a number for an angle. I've got two sensors, both of them require a "push out of solid" action with the angle based off "PlayerSprite.Angle + 180", but the actions as they are now make this impossible.
    • There is also no "change motion angle" action. EDIT: Turns out there is. DERP.
    • There is no "bounce off <object>" action.
    • Also, I think we need to be able to pick by behaviors, because I discovered that you can't pick "solid" when you're trying to determine if an object is overlapping something that is "solid". Families won't cut it either for this problem, because families are limited to a single object type.
    • Plus, it would be a good idea to an action that allows you to move horizontally/vertically while also setting an angle of orientation. I haven't discovered if such an action is actually necessary for what I'm trying to do, yet, but I think it may very well be.
  • Some guy noted this on Sonic Retro...

    [quote:1nx9ku0f]They're just taking advantage of some guy who said that WebGL wasn't sandboxed so it could be used to break out of the browser. Problem: GLSL shaders are always provided as a script*, so they're always sandboxed. I can't say the same about Direct3D (which always provided platform-independent binary shaders).

    On the other hand, what is possible is trying to read what may be on screen by swapping the buffer and reading the undefined contents that were there. This doesn't work for all drivers though (sometimes you truly get garbage, and it definitely doesn't work when the buffer is in a window), and Direct3D is also affected by this (or anything using shaders, for that matter). If Microsoft comes up with WebD3D and they claim it to be secure, they're being hypocrite.

    *OpenGL 4 provies binary shaders, but they have to be built on the machine they're running on, making them quite pointless... They're only useful as part of an installer, really. And this isn't even part of the WebGL spec...

    Basically, I'm convinced that Microsoft are reluctant to support OpenGL/WebGL and want to find any possible excuse to avoid doing so. That, and they want to stop Silverlight from dying out. Seriously, who actually uses Silverlight?

  • Damn it, Microsoft, don't make half-assed excuses. We know you're still trying to force everyone to do things your way. It's not working as well as it used to.

  • [quote:br3qdy5f]TF2 has microtransactions. It makes me wonder where Valve is heading.

    Completely optional microtransactions. Nearly everything you can get in the Mann Co. Store can be gotten through random drops, crafting, or trading without having to pay a cent. What can only be gotten through the store are, basically, effectively donations to community map makers. And part of the profits go to people in the community who submitted their items to Valve and became part of the game.

    Portal 2's co-op items are also completely cosmetic and optional.

    It will be a cold day in hell before Valve starts selling, microtransaction-wise, anything other than cosmetic stuff and stuff you can legitimately by other means.

  • Jeez, you're on rapid-fire today, Ash! XD Pretty sweet!

  • Animations, man... I'm still waiting for those.

    Read the first post, mate. It's coming.

    Anyway... Whoa, event groups came quickly. I suspect that even sheet includes will be implemented quickly as well.

    Once again: Families and Tile Map Plugin.

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  • My first two picks:

    • Tilemap Plugin. I cannot stress how absolutely useful this would be for users in general, and a good portion of the community has been clamoring for it since the 0.x days.
    • Families. Yeah.

    My secondary wants would be a Turret behavior and Containers, but the former is mostly because I want it for my game. XD

  • Yeah, I think I'll stick with Construct...

    Also, why Flash? Why not just use Java, if not HTML5? Java should have filled the niche of web-based games that Flash mostly owns... Except that early versions of Java were so slow and so unnatural looking that Flash actually looked good in comparison. By the time they fixed it, Flash had become the de-facto standard for this kind of thing, much to the chagrin of just about everyone except Adobe.

  • Alright, might as well throw up an image of my current game idea, which I'm prototyping in Construct Classic while I wait for C2 to reach the right level of features I need for it.

    <img src="http://dl.dropbox.com/u/919275/Screenshots/TowerDefense1.png">

    Yes, it's a side-scrolling platformer tower-defense game. All the visuals are placeholder, really. Heavily inspired by Sanctum, Defense Grid: The Awakening and that old RTS game, Stronghold. Aside from enemies and turrets, as per typical of the genre:

    • The player himself can attack enemies using a whip-like weapon, in eight directions similar to Super Castlevania IV.
    • An additional layer of defense - walls, moats and traps. Walls are, obviously, obstructions that can be eventually beaten down, moats slow down enemies and damage them gradually (they can be upgraded from water moats to acid and lava), and traps include spike traps, mines, pots that dump water/acid/lava on top of enemies, and more.
    • Mana is required for making/upgrading turrets. Material is for walls, moats and traps.

    Once I've implemented a satisfactory number of enemies/turrets/traps, I'll put out a prototype demo to get opinions.

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Candescence

Member since 6 Dec, 2008

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