madster's Recent Forum Activity

  • lower gravity and lower jump force will achieve "floatier", rounder jump curves.

  • I was wondering about creating planets like this. Some spheric warping math or something?

    I've been working on that, but I ran into some issues with the lack of object space, so it means you can't rotate the object... still maybe there's a way around it (I see two but havent implemented them yet)

    So from a flat object, apply heightmap plus effect as you are now, then try applying a warp with a spherical distortion, then apply my clip to disk shader, and you'd have a planet

    clip to disk (unfinished) effect, goes nutz if object is not axis-aligned --> http://www.scirra.com/forum/viewtopic.php?f=7&t=5210

    I've been thinking of rolling all of that into a single "planetize" effect, to get correct lighting in there. But yeah, I'm supposed to be doing something else right now.

  • If your bullet belongs both to the Red and Blue families, then you can pick by Red, and spawn Blue

    You can spawn a family? that's weird, what if there's more than one object in there? which should be spawned?

    hmm.. testing....

    okay so that's funny. Sometimes spawns one, sometimes the other, sometimes both, sometimes THREE OF A KIND. I'd guess that's a bug

    Also, try spawning from a family. That's also funny.

    Doublechecking.....

    spawning a family spawns a random object in the family, the numbers were because the spawner was in that family, thus the newly spawned would spawn some other objects also.

    But if you spawn from a family, Construct crashes.

    I'm filing this.

  • If it's turn-based, you can probably get away using the HTTP object and an external server as a mediator, and you could hide the lag using "lengthy" (as in: a few hundred milliseconds at least) animations.

    Also, for turns you'd probably want to use the "Trigger once while true" condition. Read about it, you'll use it a lot in this scenario.

  • Basically erase + canvas = worms, lemmings.

    Oh so it's only to be used with canvas? that'd explain why I can't figure it out

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  • yeah that shader does create a drop shadow for each object. The complex thing would be to get the right interaction for a complex background.

    Construct's effects apply only to a single layer, and are single pass, so it can't be done exactly like the one there.

    The offsetting by color makes me thing of that distort object that was posted here. You'd need a copy of the layout with color indicating height, then distort according to that height with the existing effect, then compare to the color in that location previous to the distort (that'd be a custom effect) to deduce shading... then.....

    okay, maybe an effect would make that part simpler. You'd still need to manually generate a layer with the proper colored sprites, though... and that's probably a mess too.

  • Same for me, also can't figure out erase effect.

    I think they'd be useful... can any kind soul post a simple example .cap showing them?

  • I got the same thing. Try the latest build, worked for me.

  • 5)

    Noone is going to want to set up the collision mask for an animation that has a lot of frames.

    You can, however make a dummy sprite rather easily.

    Actually, if you're willing to do one then you're probably willing to do the other one. And sometimes you just want vector.

    However, I'm still mistified about how Scirra got accelerated per-pixel collision working. Don't know much about those algorithms, myself.

  • Aaah! bittersweet! I've had this in mind for about 2 years now and never got the chance to do it.

    the sweet part is that you just showed how to do it this was the only thing holding me back from going with Construct for a certain game! wowoo!!

  • How is the mask effect used?

    for the life of me, I can't figure it out.

  • update remaining time in the registry on application exit.

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madster

Member since 17 Feb, 2009

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