Valerien's Recent Forum Activity

  • [quote:jqi4dzyn]Scenario mode.. kind of like the event matches in Smash Bros? Their is a minor plot however, If you mean story mode. But there isn't any saving of progress.

    Yup, something like that, where you can climb up all the way to the top ! I'm not a big fan of score games, that's why I'm asking.

  • Ok, sorry, I thought that "Did you find this thread usefull?" (ak the question of the poll, situated at the top of the thread) meant you may want to know why too.

    Here's the quote about the terrain :

    [quote:lvr5stel]BTW:

    make this in PhotoShop or/and 3D Max and tell me how much time it took.

    With Mojo it took me like 5 mouse button clicks.

    [quote:lvr5stel]About being rude: i give what i recive.

    I just said you could say things politely, and that it makes you look aggressive. It's like throwing oil on the fire.

    [quote:lvr5stel]maybe instead you should just make one yourself? ever though about it?

    Already done on french communities (gamecorp, relite) about cg tools.

    [quote:lvr5stel]so will you please drop this pointless, trivial and needless discussion or will you keep forcing me to prove that i am not a camel...?

    You know, I only meant to give my opinion, as I said in my first post. You should have simply said there you found this pointless and it would have been stopped since the very beginning. Your answers to my posts are 5 times bigger than what I write, so I thought you wanted to discuss. I'm sorry I misunderstood what you wanted.

    So, right, I won't post here again.

  • Why are you asking if people find this usefull or not if you tell them it is and they shouldn't say it isn't ?

    I told you : it may be helpful for others, but it would be better if you were giving the most interesting softwares in this list instead of several generators.

    By the way, you asked what a terrain would look like in 3ds max... sure. But this isn't the interest of having such a software. I personnally use 3d suites like blender or max to create both 3d and 2d assets. And this way, I can make animations in 8 directions in no time compared to classical animation :

    <img src="http://s2.noelshack.com/uploads/images/13539926931894_walkingpuppet.gif">

    The point of the thread is : you're asking people their opinion, you get them, even if they don't follow the way you think. Also, you can always say things politely. Being rude = being aggressive. Newt is speaking of particle systems...

  • the right way to do it should be "int(value) * 100 + int(value2) * 10 000 + int(val3)". In math, the multiplications are done before the additions. This calculation will first find the result for each member and then add them.

  • I voted no. No offense there, but I think you're losing the reader in a bunch of softwares using most of the time the seller's description. There are a bunch of terrain, particle and cg tools out there, so the real problem is : which one should I use ?

    Well, my opinion is hedge by the fact I've been using complete tools for some time now (photoshop, 3ds max or so), and I don't see the interest of having a bunch of softwares when a single program can handle about any task you need to do. It should still help others.

    Thanks for sharing.

  • Your "radiosity" is quite funny. I wonder how you're doing this one (maybe you're using the distance between a masked pixel and a source, but it can be complicated this way).

    The game looks great. Will the final title feature something like a scenario mode ?

  • [quote:3fpppx4z]and itll be seen ingame without slightest performence hit.

    There are differences in the way engines handle images. Sometimes they handle better big images, sometimes smaller ones. The core can be optimised to render only the visible stuff or so.

    Technically, you can put a huge image in construct, it may work well, depending on the hardware. But using huge background is a waste of both HDD space and RAM. Most of the time, game artists and designers won't do that. For those who want, there are specific engines for it (like Verge, a deutsh one).

  • Hi everyone,

    I'm making some UI events for a game, and I have multiple bars to work with. Using the tiled background object, it's quite simple to make events that could be reused by the other bars, 'cause these events are based on the bar's width.

    I've read that copying stuff from a cap to another could provoke strange bugs, so i'd like to know if you can copy events and simply link them to another object without editing each event individually please ?

    Thanks in advance.

  • [quote:2v3m7rg3]Not all people have graphics card with shader 2.0 support

    The 2.0 shaders came up in 2002 i think, with the first geforce fx... are there any gamers who use such old components ? It's like you cannot even handle firefox with such an old pc.

    [quote:2v3m7rg3]its better to use png24 file on upper layer with Scroll rate to 0.

    You wont be able to animate it this way.

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  • Thanks. It's cool, but it still lacks of this nice round glow you make from low res versions of your base texture. But still, the technique was great for me to study.

  • I've tried to find a way to use variable samples while calculating the blur, but the calculations involved in creating the gaussian function's result are too complex for PS2.0.

    Here you only have 7 samples, as this is quite expansive in terms of operations. If you want a version with more samples, it should be divided in 2 separate shaders (or maybe passes ?).

    You can control the distance of the blur and the intensity of the image in construct.

    Save it with the notepad as a .fx file and place it into construct's effects folder.

    EDIT : changed the filtering from point to linear.

    //DistanceMultisampleBlur
    // Valerien
    //PS2.0
    //Distance blur with 7 samples.
    
    //BORDER-MODE
    
    //#PARAM float distance 1 : distance : modifies the distance of the blur
    float distance;
    
    //#PARAM float intensityDivide 2 : intensityDivide : affects the intensity of the resulting image. 2 produces a normal image.
    float intensityDivide;
    
    texture ForegroundTexture;
    float pixelWidth;
    float pixelHeight;
    
    sampler2D foreground = sampler_state {
        Texture = (ForegroundTexture);
            MinFilter = Linear;
            MagFilter = Linear;
            MipFilter = Linear;
    };
    
    float pixelKernel[7] =
    {
    3,
    2,
    1,
    0,
    -1,
    -2,
    -3,
    };
    
    float pixelWeights[7] =
    {
    0.015625,
    0.09375,
    0.234375,
    0.3125,
    0.234375,
    0.09375,
    0.015625,
    };
    
    float4 EffectProcess( float2 Tex : TEXCOORD0 ) : COLOR0
    {
    float4 color = 0;
    float2 texCoord = 0;
    
    for(int i=0; i < 7; i++)
    	{
    	texCoord.x = Tex.x + pixelKernel[i] * pixelWidth * distance;
    	//texCoord.y = Tex.y + pixelKernel[i] * pixelHeight * distance;
    	texCoord.y = Tex.y;
    	color += tex2D(foreground, texCoord.xy)* pixelWeights[i] /intensityDivide;
    	}
    	
    for(int i=0; i < 7; i++)
    	{
    	texCoord.y = Tex.y + pixelKernel[i] * pixelWidth * distance;
    	//texCoord.y = Tex.y + pixelKernel[i] * pixelHeight * distance;
    	texCoord.x = Tex.x;
    	color += tex2D(foreground, texCoord.xy)* pixelWeights[i] / intensityDivide;
    	}
    
    return color;
    }
    
    // ConstructEffect
    technique ConstructEffect
    {
        pass p0
        {
            VertexShader = null;
            PixelShader = compile ps_2_0 EffectProcess();
        }
    }[/code:1ruyd2zp]
  • Ok, i'll give it right away.

    EDIT : done. That's strange that nobody already did this. You only need a float value from construct, which is explained in the wiki.

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Valerien

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