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  • Neat changes, I think they help the game.

    The particles - I think they look decent - certainly help sell the idea of eating something.

    I think it would be really cool to have a bulge when travelling through tubes, but that might be too much work, given all the bends, etc.

    If I were to change something else it would be the splat animation - the few frames don't sell the idea of a splat - this could be overcome with a sine behaviour set to size and a fade that's about half the period of the sine - that way it kinda grows - pow! - and fades out nicely (perhaps starting to shrink a little, like something squashed would).

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  • Dissolve for example, it blinks instead of gradually dissolve using Sine.value in its threshold propertie.

    Safari and Chrome.

    Please try my "official" capx - it should do exactly what the demo one does: https://www.dropbox.com/s/38la9wxopuwqj ... .capx?dl=0

    If that doesn't work then I guess it doesn't work on that system. If it does then check the settings.

  • Don't mean to bother you too much with all these questions, but may I ask what happens when setting the Downscaling quality option then - does it just switch some flags for the GL renderer?

    I noticed that there is a bias option when drawing a texture in OpenGL:

    "There is an optional third input parameter of the type float: bias. After calculating the appropriate level of detail for a texture with mipmaps the bias is added before the actual texture lookup operation is executed."

    Is this also being affected in any way or is it completely up to the browser?

  • Somebody

    Is it normal not work as expected in iPad 3 with webGL On.

    Quite possible as I'm not sure if iPad fully supports the shaders - how does the "not normal" behaviour look (or is there nothing)?

  • I don't think there's anything to be done here, it's just the normal working of OpenGL.

    So is the choice of which mipmap to use entirely up to OpenGL? Does C2 only supply the maps themselves or is there some additional information passed onto the renderer? I'd just like to know, since I haven't really encountered similarly poor results in any other software. And, clearly, the selection logic seems a little flawed, given the ugly results.

  • I like that is uses the Pang idea, but since your projectiles are these short lines, unlike Pang's screen-height-if-needed projectiles it seems a little too hard, especially with the awkward mobile controls. So this makes the gameplay somewhat weaker than the nice presentation and overall polished feel.

    Perhaps make the shots taller if not behave exactly like Pang?

  • Easy as pie!

  • Glad to help. The mechanism is simple - as you see every "good" action moves our progress forward, every "bad" (else) actions drops it down to 0. If we have repeatable "good" actions then we need to first check if a previous "good" action has taken place, then figure out if we are in the right order.

    You just need to plan out the actions and you are good to go.

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  • frcol, totoe - thanks, guys.

    These look great. Thumbs up for big GIFs.

    Seeing is believing

    I have more ideas for these, just need to figure out the math and we'll be seeing more neatness. Also - excited to see what you guys come up with.

  • I think someone like you comes up here every week if not twice a week - an idea alone is not enough - because it's trapped inside your brain. How do we know it's the super-awesome next best thing? How will the team you might be looking for know that? If you expect someone to do some work based on a vague idea and then, possibly be like "Well, this isn't what I had in mind" - how would they know?

    Everything everyone does takes time - the most valuable resource in existence - as the time is spent a percentage of our life is gone never to return. So if you want someone to spend their time and take your great idea seriously - spend your time, make a decent design document, work it all out, beginning to end - explain your gameplay systems, don't do what you cannot (just put "dramatic dialogue here" or whatever if you don't do dialogue). If then your design doc is good enough to inspire an artist s/he might do some art for you and from there you can go and inspire a programmer and so on.

    Or, just go the easier route and pay those people.

  • I think this might have to do with the way C2 strangely picks "Created" objects right away, but "Spawned" ones a tick later. Can you try replacing the Spawn action with System - Create object - earth1.x earth1.y and see if you can do without the wait? Also, you can try a Wait of 0.01 seconds or whatever, I think that might work.

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Somebody

Member since 12 Feb, 2010

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