madster's Recent Forum Activity

  • Nice!

    If I knew anything about making music, I'd be excited

  • :O noted!

  • for weight if you're using the platform behavior you'd have to check under platform actions.

    There you can change gravity acceleration.

    EDIT:

    forgot a detail. Objects fall at the same speed no matter their weights.

    So yeah. Highly unrealistic but there you go, videogame world. That's why you change gravity instead of mass properties.

  • I played Audiosurf and found it boring.

    I'm alone in the world

  • There's always the Steam route. But then again, what about security? How does one integrate with the Steam API?

    :O should we make a Steam plugin?

    anyways. 115FPS and I see some Moire :O

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  • These filters are run on source images to bump the resolution.

    They're slow and they don't make sense if you've already scaled the source material (as neighboring pixels will change so will inferred slope), so it's not a good idea to implement them as a shader.

    That said, they ARE a nice thing to have. Perhaps as an action? (duplicate frame/animation resolution with 2xSaI, etc) or better yet in the IDE?

  • Loving the sound.

    You could add bone-animated walking feet under the guy

    Remember to destroy particles once they go offscreen / offlayout

  • Well... here's a thing you can feed or it'll die.

    Age in the corner, hunger bar.

    I couldn't change between the happy/sad faces, couldn't think of a quick way.

  • Hummm I just did that :s

    I want a particle emitter with a certain bitmap shape, a certain color ramp (multipoint) and a certain opacity ramp (multipoint) AND a certain SIZE ramp (multipoint too). Also, randomization of emission time (and random angle and speed, which are already in the particle behavior)

    Easiest way to have it fall realistically was to give it physics... I turned off the collision mask, would that still make it slow?

    Btw will we be able to resize physics objects later? or will it still be a problem? :s right now it makes construct crash (I'm piling up them bug reports!)

  • ragdoll = physical simulation of a rigged character.

    I think you just need rigging

  • ...when you run over something, it can put them all back in place take a picture, and delete them all again.

    What 3D Katamari did is discard the inner objects that have been covered by outer ones.

    We could define size stages, when crossing the treshold discard objects not from the previous stage but the one before that, composite in canvas with the old canvas composite and draw with the objects from the previous stage.

    You'd always have a somewhat blurred canvas center covered with sharp newer objects.

    These newer objects are the ones that can be discarded on crashing. If you keep crashing there comes a time when nothing else can fall off.

    I like this but I don't think I have the time for it :s

  • never had trouble with nesting either. colors could make it harder to read.

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madster

Member since 17 Feb, 2009

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