Genesys's Recent Forum Activity

  • Hi,

    My feature request is:

    Make the parameter "Not affected by time scale" with the optional "true" or "false" obviously on every object.

    Why that's useful?

    Because if someone want to make a "bullet time" effect, but doesn't want the player to be slow too, then he just need to set "Not affected by time scale" to "true".

  • You are running "Fraps" in the background. This is not the Construct's FPS counter.

  • Then again, there's Chinatown Wars for DS. Wow.

    Now, for PSP too:

    http://www.rockstargames.com/chinatownwars/view/article:psp_screens

  • DS. But a PSP is way better since it can do almost everything.

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  • Ok, thanks.

  • I didn't ask the right question.

    does

    "custom polygonal collision shape for physics enabled objects"

    actually work

    "interacting with other physics enabled objects"

    or

    "custom polygonal collision shape is just a unimplemented feature shown in the physics behavior?"

  • Hi,

    does custom collision masks actually work for objects with a physics behavior?

  • Yeah I know the ambient occlusion in real time thing, also most next gen games and 3d engine feature it (saints row, crysis..). Anyway I know there's the need of 3D models, because of the Z Depth Map i think..

    No problem, I was just wondering if something similar could've been done in real time in 2D.

    p.s.: Because I played Crysis Wars just after I got this idea

  • I have tried it...It seems kind of hack-ish.

    To add multiple game levels/areas it seems that you must embed a game file into another

    not sure if I got that right but...

    I'm going to give it another go if I can load custom models into it without much trouble...

    I had trouble with loading models, before you can load your custom model you have to create an object and save it to a folder, then you can load your mesh into this object but I don't remember how.

  • Then, can be made something just remotely similar?

  • Hi,

    I was wondering if anyone is capable of making an fx shader performing an ambient occlusion post process effect.

    Basically, ambient occlusion is this:

    <img src="http://www.independentdeveloper.com/images/ambient-occlusion.jpg">

    or http://www.independentdeveloper.com/images/ambient-occlusion.jpg

    What the shader should do is something like "desaturate the initial image, blur it, and output the image in multiply or adding blend i think, with an intensity", so more intensity less opacity and viceversa.

    Would someone please make it for me, since i'm not able to do it?

    And it can also be added to the Construct default FXs.

    Thanks in advance.

  • Ahh.. I want to be a time traveler just to use Construct 2.0

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Genesys

Member since 7 May, 2009

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