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  • My graphics card is a beast - NVIDIA GeForce GTX 970 - so it can handle almost anything.

    Woah. Off topic, but could you run the little "benchmark" demo here on it? Just curious.

  • I would really like to see a BRIGHT horror game. Or at least one that has some bright sections, not just being in some dark room all the time. I think Silent Hill understood this well with the fog sections. Although there these were more open and "relaxing" in a way I'm sure it is possible to create tension and fear without using the usual darkness and enclosed space.

    For example - have these open areas wherein something can attack you and you are forced to stick to building or such and quickly sprint from one to another. And as you go you hear a voice: "I seeeeee youuuuuu" or something like that. And if you take too long it just instantly kills you (or deals a good chunk of damage). This needs to be well balanced as not to become annoying, but it could be exciting and create actual fear as you dash from spot to spot.

  • Hi, all!

    Since the official stance on the buggy (on some systems?) HSL Adjust effect has been "That's standard behaviour as far as we can tell" (no offense to Ashley) and R0J0's replacement Hue effect didn't work on my system I went ahead and did some research.

    This thread had a similar issue: http://gamedev.stackexchange.com/questi ... brightness and a fine gentleman by the name of Sam Hocevar had supplied a solution.

    Since my understanding of shaders is basic at best I didn't try to "fix" the HSL into this, but adapted the HSB adjustment (which in many cases is actually more versatile) and here is the result:

    [attachment=0:2j4fnd36]17881dc1-2680-43e0-90dc-6f5ad953da3b.png[/attachment:2j4fnd36]

    Adjust HSL on the right, Adjust HSB on the left. Speaks for itself, I think.

    There is a capx in the Archive - if you could open that and have a look I would be quite grateful - does the hue work in the editor? Does it work at runtime? Do things look correct? Is the HSL glitchy for you as well?

    If someone knowledgeable in Shaders could check if things are done right I'd be quite grateful as well. Cheers.

    Edit: Moved to the main thread here: effects-by-somebody-adjust-hsb-trim-shift-dissolv_p877848?#p877848

  • In my case I had to go real low, like 640x480 to export. Which is strange as in a different project I have been capturing canvas left and right at fairly large sizes. I think this has to do with your background image being a tad big on its own.

    Fairly low end Nvidia GeForce GT 640 graphics card on this system. But still, for 2D art it's more than enough.

  • Indexed sprites are the bomb, but if I'm not mistaken trying to do this real time (for html 5) would eat performance for lunch. There is currently a color swap shader, but this would be easier. Perhaps with some sort of intelligent cacheing for non dynamic objects. Would increase memory use a bit, but not lose performance to complex pixel level operations.

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  • Why not use size - as in width and height?

  • One year, one week and one day have passed... still no word from Ashley about any of this. I think this means we can all forget about that thread cause it's useless. C3 will come out sooner then any of this will get to C2.

    Unfortunately this seems to be a bit of a case now. But then again it's somewhat understandable given how, apparently, "the community" wanted MP the most, plenty of time and resources were spent on it and now barely anyone uses it. It's unfortunate, but hardly surprising that Ashley seems to cherry pick what he'd like to implement.

    C2 has a good deal more small extra features than CC did, even some things I had made for CC as plugins - this is really cool. And yet many of these things seem a bit like "check mark" features - yeah, we got an editor, yeah, we got tilemaps, we got this and that. Not all of it works right, not all of it is made with actual usage in mind, which is a shame. Perhaps getting some talented individuals to fix these things up wouldn't be such a bad idea - a single person can only do so much and have so much inspiration for a given thing.

  • Check if distance between objects is below a threshold and then see if the x is > or < than current object?

  • Sounds like tiled issues could be related to layout size? Could both parties share the size of their tiled maps?

  • Local variables can be placed only on subevents. As a quick test - take an event, press B to place a subevent, then press V to add a local variable. Voila!

  • Make some detector object, give it a pin behaviour, pin it to the boss. You can either place preset image points where the hit point might be and randomly pick one or just limit a random position like boss.x-100,boss.y-random(50,100)

  • This could be related to available maximum image size on your system. For me it works up to 2048x2048. This is likely a video card limitation and not a bug.

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Somebody

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