thomasmahler's Recent Forum Activity

  • Well, how would you otherwise define what's the 'ground' and what's a 'platform'? Constructs platform behavior just queues whether or not your char is standing on a solid or not.

    Families are great for this.

  • This could be cool. Is the grain animated?

  • Theoretically, there could be a multiplayer plugin, but if you used it you could not sell your game.

    No go.

  • It gave me a different effect than blur horizontal and blur vertical as well, that's why I didn't use it.

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  • Thanks guys, some really good input here!

    madster: That might be true, but I guess this should still work:

    Blur Vertical and Blur Horizontal applied twice (means: Blur Vertical + Blur Vertical + Blur Horizontal + Blur Horizontal) gives me pretty much the result I want. So I guess it should be possible to just write one .fx shader that does exactly that - take blur vertical and blur horizontal twice each and give me a global strength that I can set in the effect globally AND still change during the runtime.

    I don't need an exact copy of Photoshops Gaussian Blur, I get something that's good enough with the method described above. The only 'problem', really, is that I have to apply the effects a couple of times and that I can't change the strength of it during the runtime, which sucks if I want to do perspective changes and can't change the blur level that's applied to the canvas object.

    Hope that makes sense now

  • newt: Madsters blur effect is quite far away from what I get in Photoshop with a simple gaussian blur. I can change the strength alright, but if I raise the value from it's default 2.5 to 5.0 it does some really weird blurring, whereas a blur with a blending mode in Photoshop works great.

    In general, blur horizontal and blur vertical do give me the same effect I get in Photoshop, but there's no way to control their strength settings and I have to add a couple of those on top of one another to get what I want.

    Arima: Not sure I get what you're saying.

  • Hey guys,

    Is there any chance anyone here can implement a Gaussen blur .fx that can be adjusted through actions in the game? Right now, the horizontal, vertical blurs are pretty limiting in what one can do.

    If I need more blur I'm running two or more blur .fx shaders on a canvas object, which is really inefficient. Also, I'm not able to adjust the strength dynamically, which is really limiting, cause sometimes the camera has to zoom out and if the blur keeps the same strength value the game looks really off.

    All that would be solved if we'd have a single gaussian blur .fx file with an adjustable strength value that could be triggered during the runtime.

    Hope anyone finds some time to block this out.

    Some resources:

    http://vvvv.org/tiki-index.php?page=user+shaders (search for gaussian)

    http://www.grafnet.com.pl/

    http://www.gamasutra.com/features/20040 ... s_03.shtml

    http://digierr.spaces.live.com/blog/cns ... !860.entry

  • This seems super useful - can't wait til you release a first version to dabble with.

  • Rich, you're still working on it?

  • I love the visual style, but it seems like the gameplay is still pretty much the same as in Samorost. Since the puzzles are a little too abstract, often times it's still hard to figure out what you're supposed to do.

    I hope there won't be backtrack annoyances like the end of Samorost 2, where you had to drive away with the taxi while that freaking weird mechanic of how to fuel it had you redo the sequence 10 times.

    Also, is there no way in Flash to use the RMB in a different way or disable it? It just seems lame that I buy a full game, press the RMB and that flash menu pops up. A content creation program should never put itself into the foreground like that while you're actually playing a game or running an app or watching an animation or whatever.

  • It's because everything is "global" in Construct. I think the thing to do is just have a Start of Layout where you set everything the way you want it for now. Maybe you used MMF before, which doesn't remember things as often. The Event Sheets act independently of the layouts, I'm pretty sure.

    A nice feature would be "reset values" for sprites, at least, so you could group together a bunch of sprites in a family and then "Start of Layout --> Reset Values" and it would set all the values to their initial ones.

    Exactly. It'd be cool if we'd have a nice little spreadsheet for all our global and private variables and being able to group variables together, so we could just "Start of Layout --> Reset 'Extra Attrs' Group'

    So, say, all the buffs and stuff would be gone if you'd start on a new layout without having to manually set everything back to a certain value.

  • Just make sure you guys finish Construct 1.0 and that it's ready for production stuff, meaning resolve the bugs and add the most needed features, then work out 2.0.

    A lot of programmers I know start private projects that show a lot of promise, then they get better at programming and get tired of what they were working on, so they abandon it. Would be a damn shame if that'd happen to Construct, cause it's on a good way to becoming the perfect tool for creating any 2d game out there.

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thomasmahler

Member since 28 Jan, 2009

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