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  • It does feel very much like boulder-dash, but I feel like even boulder-dash had sub tile level of movement - somehow that jumpiness is a little jarring, perhaps there is a way to make it a bit smoother (move-to behaviour?).

    Other than that it looks rather nice with pleasant colors and enough sweets to make a dentist excited. Could probably use some mild effects when you eat something, be it a flash or some particles or both.

    Nicely done overall.

    Edit: Tried a later level with the tube-sucking - very neatly done, but I wish it was a little faster.

  • Look into R0J0's excellent Paster plugin - it has some hangups with opacity and shaders, but you can place that bad boy in your scene, set a resolution and go wild (within the constraint's of the max texture size of your graphics card).

    You could probably even make a system that uses a loop to sequentially move the object around the screen and take several snaps of fairly high-res to be combined into a huge one.

  • Cool, thanks for the info, this seems really helpful. I have some more shaders in mind - one way to overcome that problem would be an "inline" effect, I just cannot figure out how to draw "in" a color based on alpha.

    Also while searching on the web there's barely any decent beginner's material for fragment shaders, especially for "pure" ones, not linked with vertex shaders. The SDK has that little example and that's it, I guess. Somewhat tough without experience...

  • really? geez, imagine the user agent stupidity coming to the OS names because of hacky design os sniffing.

    I can only imagine the insane amount of badly designed crap the Windows teams have to shuffle through, especially for top tier programs (Adobe, heh) to make them compatible with the next version, and then to have all these anti-fanboys of sorts blame every single problem on Windows. Apple constantly breaks things even with smaller updates and apparently that's alright.

    I think given how many different configurations and applications Windows supports out of the box it's quite an amazing OS.

  • Cool effects!

    Thanks! I do wish a pro like you gave them a quick look and deemed them ok or not, though.

    For example, if I use Trim before your outlines effect then the outlines work, but are trimmed just like the sprite, but in screen-space - i.e. if the sprite is 50% width then when it's located in the left half of the screen we gut full outlines and in the right part - nothing. Weird, but then I have little idea how these beasts work under the hood.

  • It's like...Somebody is in my brain...

    BOOO!

    Seriously though, all these effects are great. Thanks for sharing.

    Thanks, I'll try to do more... in fact just did - say hello to... DOTS!

    It basically lets you set every n-th pixel to show, vertically and horizontally, so it's like a very configurable scanline effect. Set the grid to 1x2 and you get classic scanlines:

    Set it to 2x1 and you get vertical scanlines:

    Or do both at 2x3 and throw some glow effects on top:

    Ah, fond memories of Starcraft custcenes...

    Added to the full listing above.

  • Quite likely you need a variable for the collectibles. Then you can place each one as usual, but add on startup - this collected >0 destroy specific collectible. Or an array if there are many. Then just save it and load it as needed.

  • As to versioning, what about a shared dropbox/G-drive with all the versions? Just keep dropping in the new ones whenever you update.

    I'll look into this - have to clean things up a little and do some actual work work as well.

    While we are here - forgot to mention some new features: You can now select related parts with more than just exact values (V key). Now there's "Same part" (P) and "Same Hue" (H) - sometimes useful.

  • My first experience with Pang was at the arcade, looks quite faithful (well, apart from the "player" for now ). There's good color contrast and everything seems to move "right".

    1) I would add some sort of bubble-debris to them popping apart from the particles - like random yellow bits that kinda fall down with gravity perhaps.

    2) There seems to be little indication of getting hit - some sort a screen shake/flash would probably help with that.

    3) The UI at the bottom feels a little basic, it could probably use a little more work.

    Looking forward to trying it out in motion.

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  • Hi, all!

    I would like to make a shader that takes into account the local coordinates of a given object, not the entire drawable area. Here's an example:

    As you can see the effect is supposed to be weaker the closer it is to the left edge of an object - but the 2nd "flag" already starts with the stronger movement because it itself is positioned in the middle.

    My code looks like this:

    /////////////////////////////////////////////////////////
    // Flag effect
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerFront;
    uniform mediump float seconds;
    
    uniform lowp float pixelWidth;
    uniform lowp float pixelHeight;
    uniform mediump float xshift;
    uniform mediump float yshift;
    uniform mediump float time;
    
    void main(void)
    {	
    	mediump vec2 tex = vTex;
    	
    	tex.y += sin(seconds/time+tex.x/xshift) * tex.x * yshift*pixelHeight;
    		
    	gl_FragColor = texture2D(samplerFront,tex);
    }[/code:25tcptdj]
    
    Can that tex.x be replaced with a local space 0-1 coordinate?
  • While your being awesome, any update on a 'grouping' system that would let us group together parts for easy mass export to spriter?

    I obviously keep track of all the ideas and have had some thoughts about this one - it could either be a little simpler - just assigning certain groups to parts or, more complex (argh, math, mine ancient foe! *hisses*) where you can manipulate them together.

    It's all a question of resources - be it time, skills, inspiration or actual need to earn a living. I'm more and more thinking about trying kickstarter, so all these suggestions go onto the big list for the future (tiers?).

    I'm seriously thinking of using StuffGen to make some big multipart bosses in an upcoming project (think castlevania or gunstar heros). StuffGen is pretty close to the art style in the project (my existing assets are very colorful, minimal, and geometric).

    That sounds super-great - I'm sure despite there being preset parts an author's personal style would still shine through for fairly unique results, especially as the part set grows an (finally) we also get more part sets. I'm always excited to see things someone else manages to build.

    Also Gunstar Heroes is the bomb.

    One thing to keep in mind, though - all the way up to 1.0 (or would that be Z? Or 0.99?) the partset will change and the save system might change and so on. I do sequentially save these, so if anyone is like "you took version E down and I had half of my game done in that!" I'll be able to put it back up - but just a warning, either way

  • TiAm - cool, glad to hear that. I tested it on some reasonably high-res desktop stuff, but knowing it seems ok on mobile is great.

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Somebody

Member since 12 Feb, 2010

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