madster's Recent Forum Activity

  • develop in a window, even Epic does it with UT3.

    I guess at that size it could get annoying. Maybe use a magnifier?

    I'd still say its a bug that needs fixing though. Is it hard to fix?

  • Well go buy an Ati card and find a second hand aegia physx card... only costs three times the amount and runs slower, but if you really don't like nvidia that much, it's an option?

    I don't think they make 'em anymore, support is probably non-existent.

    I have an ATI

    And I'd rather have OpenCL physics

    if Physx does an OpenCL implementation and goes head-to-head against Havok, all will be good. No monopolies, consumers win.

  • but it uses mipmaps for sprites? 'cause that is what I was sampling.

  • A video of our upcoming game.

    <img src="http://files.getdropbox.com/u/646697/ScreenshotCollectionGBRM.png">

    Enjoy

    This looks great. However the music confused me, which one will go with the game? 8 bit or the epic-sounding one?

    I actually enjoyed the contrast of the lo-fi visuals and effects with the hi-fi music.

  • tex2Dbias made no difference.

    Does Construct use mipmaps? if it doesn't, I guess it makes sense that it looks the same.

    On a side note, I found this which could be helpful for other newcomers (like me) to DirectX HLSL and shaders in general:

    http://msdn.microsoft.com/en-us/library/bb509611(VS.85).aspx

    So I couldn't do preblurring based on mip.

    Next up: texture-based blurring.

    Can anyone explain how to do two-pass effects?

    I see this p0 pass in the effect code, but how would I do two (or more) passes?

  • I made this thing

    http://www.udec.cl/~jfuente_alba/multiplane_test.exe

    Jump and while still going up, push up or down to go to the background (blurred) or foreground plane.

    I didn't add parallax because it wouldn't be right with constant player speed, but with more work it could be done and it would look great.

    Also: is there a way to change layer effects parameters? changing focus to the current layer would rock, but I can't figure how to access the effect to set the values.

  • http://www.udec.cl/~jfuente_alba/noise.cap

    Example using single noise texture.

    Requires motion blur from http://www.scirra.com/phpBB3/viewtopic.php?f=7&t=3719&st=0&sk=t&sd=a#p29542.

    Also, being able to set offset and scale for tiledbackground for the editor would have negated the need for ANY EVENTS AT ALL. (is it that hard to add those properties?)

    Yeah, a shader would be probably better suited to the task, though I insist on using a noise texture instead of generating the noise inside the shader.

    I'll look into it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • > I suggest using my motion blur effect

    >

    Where can I get your motion blur effect?

    Sorry, I spent like a month hard at work.

    I still have some work to do on those effects, though motion blur is mostly finished.

    Edit: oh and "gimmicky".... yeah, videogames themselves are gimmicks. This is a nonsense word. Motion blur is what makes 24fps video (commercial movies) look realistic. Pixar has been using it since the very beginning in their rendering.

    Maybe... maybe I can think of a way of doing fullscreen velocity-buffer motion blur. I'll think it over, something clicked while typing this.

  • Multicore events would be PURE HELL.

    Believe me, it would stop being easy.

    I can agree with multicore physics calculations and stuff like that, but don't ever think of doing multicore event sheets.

    Just google "race condition".

  • You can buy a GeForce 8 series card ..(snip).. or go spend $50 (by then) and welcome to this decade of computing.

    If this decade means single vendor lock-in, then I'd rather stay out of it.

  • Ds is bumped up N64 technology not gba's.

    I have a friend who does homebrew for DS.

    You have the GBA API in there in its entiretiy. Same processor for one screen, a newer processor for the other screen. There are new modes and new functions for the new DS bits and you address each screen separately.

    NDS does NOT have a Silicon Graphics in it.

    EDIT: My point is: the fun you have with a console is related to the software in it, not the hardware that it runs. DS is *also* a small upgrade to existing hardware. Only devs have used it much more wisely than Wii's (still waiting for proper DS RTS tho)

    What really hurts Wii's graphics is that it doesn't have shaders but a customisable(?) fixed function pipeline. Imagine you only had Construct's effects to do everything. You can mix and match but you can't write specific new effects.

    Developers today are *really* used to shaders (and yeah they're sweet), thus they barely use effects on Wii. I'm sure we'll see a new version down the road with proper graphics and mature controls (including sticks, buttons, cross, motion and pointer)

  • is this for an anime style game?

    XD

madster's avatar

madster

Member since 17 Feb, 2009

None one is following madster yet!

Trophy Case

  • 15-Year Club

Progress

15/44
How to earn trophies