madster's Recent Forum Activity

  • <img src="http://www.nematode.net/IMAGES/duodenale.jpg">

    :O

  • Big as in the whole map is one bigass image split into parts.

    You should use repeating patterns such as roads, fences and houses as objects, then do the map using that.

    No game is a painting.

    Okay so there's Baldur's gate. But even then, they loaded and UNLOADED when moving from location to location. Maybe that's what you want? load different images over a background sprite, dropping the previous one when its not needed anymore?

    Many of the problems I see that crash Construct are due to not understanding that computers have finite resources. You have to learn to work within those limits.

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  • Blur motion?

    Or were you using Construct's inter-frame motion blur? that's really slow.

    And it has a bug when used along custom movement.

    Which I should report.

  • that actually sounds good

  • "Gourd is to be developed using StencylWorks"

    "This demonstration was developed in RPG Maker XP"

    O_o

  • Demo using an asteroids game I'm working on:

    http://octavoarte.cl/bumpy.exe

    Light follows the mouse.

    Bugfix: light direction was vertically inverted.

  • Fixed! (and reuploaded to the same location).

    changed foreground sampling from half a screen-space texel in each direction to a whole screen-space texel. No idea why this was an issue, but works for me now.

    Also: since there is no info available on texture size or object-space texels, the resulting angles depend on the size of the object =(

    So, if you change your objects size, be sure to adjust the depth of the effect to compensate.

  • sadly i'm still a bit confused on what the coordinates mean in effects. Yeah they seem to be different in the IDE and in the runtime. 0 is top-left and 1 is bottom-right though.

    What puzzles me is those flickering lines. I can't imagine why they come up.

    EDIT: Just figured out the bug with the coordinates!! It's actually a Construct bug. The ide uses coordinates for the layout area where 0 is top-left and 1 is bottom-right... but that's the layout AREA, not just the layout! To test this out, hold mouse wheel and drag around.... and watch the objects lighting change.

    I also noticed that it looks glitchy in the IDE unless I'm zoomed... so it's probably some kind of sampling alias.... I'll move the samples around, see what happens.

  • it lags and then crashes after walking around :s too big perhaps?

  • I just wrote an updated Heightmap effect.

    It shades the underying image using a heightmap-derived (grayscale, white is high) bumpmap. Alpha is taken into account, so transparent parts of the heightmap do nothing to the underlying image.

    Also, specular spot size and intensity are done as in the phong model.

    I see some strange glitchyness in my videocard (vertical flickering lines) so please test it out, it may be a bug in my video drivers.

    Heightmap plus Beta 1

    http://octavoarte.cl/Heightmap%20plus.fx

  • about bezier and true type: you might be able to turn truetype to svg, as it is vector.

    http://xmlgraphics.apache.org/batik/tools/font-converter.html

  • The art doesn't look too good, but gameplay does.

    I feel it needs higher resolution.

    Is this a one-man short game? if it is, then it's okay.

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madster

Member since 17 Feb, 2009

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