madster's Recent Forum Activity

  • Hi!

    I'm in your constructs, mapping your colors.

    Here's how to do a particle emitter that goes through 3 colors instead of two:

    Have a normal particle emitter. Have it go from black to white or from white to black.

    Then apply colormap3 effect and set the 3 colors and position of the middle point.

    Tada!

    http://www.udec.cl/~jfuente_alba/colormap3.fx

    http://www.udec.cl/~jfuente_alba/colormap3_test.cap

    Can be easily extended to 4 or 5 colors, though I don't know how to make it so you can define the number of colors in the ramp. I'll soon extend to 4 and 5. That'll probably be enough.

    Can someone check the shader code and see if I made any horrible mistakes in there? I'm quite new to shader code. Maybe the pixel shader version?

    Now, if anyone can imagine a way to have this work with textured particles please do tell.

    I can't imagine it without modifying the particle emitter to use a texture as a mask for it's own interpolated color.

  • Btw, wall boundaries are not the best method (In some cases they are) because they allow for skip-through with faster moving objects.

    I found myself using a wall too since I needed the behavior's reaction to it (bouncing, keeping momentum, etc.). However, proper speed capping and lower-fps bounding fixes the skip-through issue.

    Now about this Parmenides fellow, I believe that originally went like this:

    breasts guides the wandering thought Helplessly; they are carried along deaf and blind alike, dazed, beasts without judgment, convinced that to be and not to be are the same and not the same, and that the road of all things is a backward-turning one"

    Backwards. Yes.

  • In Soviet Russia chat fixes you

  • Started this a little while ago:

    Me likes.

    bundle with Construct perhaps? looks REEEAALLLY helpful.

  • I was looking into this too.

    I used a proxy object for collisions (a "shadow") which worked perfectly at first. That, however, gave me trouble with picking, as I had too many indirections and it became ambiguous when there was more than one height and object type.

    I'll try again and post during the weekend, as there's no time now for more than a peek at the forums.

    I've been considering a new plugin for this kind of 2.5d behavior. You know, standing on top of things, hiding behind, etc.

  • Lucid is making Teh Awesome.

  • Is there a way to merge layouts from different files though?

    I can imagine that becoming a burden.

  • That's why mine looks standard from the outside...

    Hmm I like that. I always thought of doing that for the engine ($ome day), but I didn't think of the speakers.

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  • edit menu, copy merged. paste and move layer at will.

    copy, not cut. You'd have to go through each layer deleting the selection before pasting if you wanted to leave a hole.

    Why is it like that? well, what you "move" is actually a temporary layer that your selection has been cut to. This temporary layer is placed on top and will be merged with the layer you moved from when you're done.

    When dealing with multiple layers, this is ambiguous. So it's just not possible.

  • stack the effect for more quality. Most commercial games do more than one blur pass.

    However, if you stack any effect more than 2 times, construct crashes.

    I've been meaning to report that bug but I have no freaking time for anything these days.

    Will do. Next week.

  • urgh that's true. It's not so good.

    I'll give it a shot when I have more spare time.

  • That reminds me that I gave someone an exe (made with construct) and all text was missing.

    I'll check up on that one.

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madster

Member since 17 Feb, 2009

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