madster's Recent Forum Activity

  • bite the bullet...my opinion

    Mine too. Yay for pixels/second, that'll make messing around with physics much easier.

  • No slowdown here either

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  • Cellphone alarm has been set

  • have you tried layering them?

  • Aaaand I forgot.

    I suck, yes sorry

    should have set an alarm or something. However, there seems to be considerable interest in reviving the compo.

    Perhaps later? (or sundays?) I'll stick around just in case.

  • I tried designing a controller abstraction on top of SDL's once.

    This bugged me too. SDL joysticks have axis, buttons, balls (yes, balls) and POVs.

    Usually the first two axis and buttons are predictable, the rest isn't.

    POVs can be considered as buttons, as I did. They're not that different and also makes for stronger controller logic. I merged balls and axis as a float, also made buttons a float that was either 0 or 1.

    Thus, unified data from any input (keyboard was in there too).

    My solution to the issue of what-is-where was to load an .ini file based on the joystick's reported name (by the driver) and use that to load proper string and image descriptions for each control.

    This combined with configurable controls (for which there's already a plugin) makes for a sane and comfy system for the user, as you could show a cute icon with the button to press that matched the joystick you were playing with, like consoles do.

    Also, making 'packs' for certain joystick models becomes really easy and one could always have a default set to use when the proper files are not installed.

    Not even DirectX has it that good.

  • Awesome. Really.

    Demo reminds me of this:

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  • Neat!

    I suggest softening the light edges and having the camera slowly travel to the proper spot when rotating.

    Yeah I know it ain't that simple, but as it is now it's kind of dizzying to spin around.

    Edit: soft shadow test: http://www.udec.cl/~jfuente_alba/softshadow.exe

    Looks decent but needs MOAR TWEAKING

    (simply added blur to the shadow layer)

  • I thought about changing 8-direction speed and angle based on a small calculation to have physics-like reaction, but then realized that changing the angle would make the character turn.

    So bleh. Nevermind that idea.

    (it would work with a proxy though )

  • I'm not familiar with the SDK or the source, but the common C++ solution to avoid global name clashes are namespaces

  • I'd like this to restart so I'll be here this saturday at the same time with a theme.

    It would be cool if people showed up, 1-hour compo is great to get some steam off and to try ideas without starting a new project that'll sidetrack you for a long time.

    Will post a theme at exactly 7pm gmt-4 and also I'll be in chat.

    It's a cool one, promise

  • all 2.0 shader cards can do blur

    I don't think I follow :s

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madster

Member since 17 Feb, 2009

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