thomasmahler's Recent Forum Activity

  • Great Job Louis, keep going!

  • I think it's really fast until you go into anything effects heavy - like using canvas objects for overlay passes or motion blur or heavy pixel shaders or whatever - then it really starts to slow down.

    But I'm really happy with the performance already. A typical 2d game without moBlur and heavy effects should still run nicely on most of the machines out there.

  • Haha, that was ace.

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  • This was good - I felt like switching between 3 colors was a little bit much, gameplay-wise (Ikarugas black 'n white was already pretty demanding), but maybe I just haven't played it enough yet.

    Good game though - feels polished and was fun.

  • Good to finally see an update. And now back to work, lads!

  • *cough*inventory*cough*

  • Yeah, it'd be nice to import objs and textures, but Construct isn't even 1.0 yet. No commercial game using Construct has even been successfully released yet. I'd rather see the developers focusing on making this the best 2d engine available instead of putting too much time into adding 3d features.

    3d is complex, 3d is always adding a huge overhead in terms of complexity - Not sure it'd be smart to get into all that just yet. And as Aeal pointed out, there are a handful of very capable engines now that completely focus on 3d (Unity) and some even have event based systems (UE: Kismet, CryEngine: Flowgraph), so if you wanna go 3d, those are probably your best bet.

  • I'm sure this will come in handy. Thanks a lot!

  • Cool stuff, dude

  • I think using the pixel shaders is absolutely fine, it's just that motion blur is really inefficient in Construct right now. If you're using canvas objects and motion blur, it basically renders the whole thing so many times over with all the effects that it'll slow down even very high performance rigs.

    I've got Sein running on lower end machines without motion blur and it works fine - with 2 canvas objects. With motion blur even my high end rig slows down tremendously.

    Also, Motion Blur is buggy anyway at the moment - if you include a layout change into your game, the runtime will crash if moBlur is on.

  • This is awesome, I love to see new effects popping up. My game relies a lot on composition and colors, so this really helps keeping the graphics the same, but changing the mood of a layout.

    So, since you're porting Photoshop effects - is the math for AutoColor / AutoContrast / AutoLevels available as well? It'd be awesome if we'd have all the photoshop effects in Construct. We're pretty much already 85% there, but some of the cool ones are still missing.

  • Don't forget Van Damme.

    <img src="http://home.comcast.net/~crews11/jvd01.gif">

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thomasmahler

Member since 28 Jan, 2009

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