srealist's Recent Forum Activity

  • I see. Thank you and thanks for the example in the other thread. I should have spotted that..or used the search function. :P

    Edit: Your example really illustrates it beautifully. Double thanks.

  • I spent a solid 2 years and at a pace of around 80 - 100 hours per week working in FPSCx10. This is a 3D engine which is...SADLY...discountinued and hasn't been supported for a long time in favor of their earlier product FPSCx9.

    What happened there would be like if everyone here utterly rejected C2 and after a year or so Scirra decided they should just go back to working on Construct Classic. A lot of the problems had to do with the botch operating system known as Vista. Many of the long time users were not going to leave behind their XP machines and DirectX10 does not work in XP.

    But anyway....I had my fun their and made a slew of mini-games in a relatively short period of time. Learned absolutely everything was to know about that engine.

    Now, I am starting over with C2 and not able to put in the 80-100 weeks like I used to do. However, C2 is so easy to use it is ridiculous.

    I've spent time in 3D Rad (and agree about what others have said - it is a cool 3D engine), in Torque 3D, Unreal, and Unity - so far as 3D goes.

    I built my own 2D engine using Processing (Java IDE) but the limitations of applets killed that one before I got too far. But it was a great experience and I *HIGHLY* recommend Processing to anyone interested in learned a bit more programming. To this day, if I need to do something 'unusual" like tangible user interfaces or biosensors, I use processing because of the lower level control.

    I've worked in Ethanon a 2.5D engine based around C++ syntax with a decent but underdeveloped world builder. It has a fantastic lighting and shader system. But it is developed solely by one person in his spare time and out of the goodness of his heart (i.e. it is free).

    I installed GameMaker...but found C2 before ever even messing with it and have no desire to at this point.

    That about brings me up to present date. There have been a few other engines here and there but not really worth mentioning beyond what I've listed above.

    Cool thread, btw!

  • Greetings,

    I was wondering if someone could offer a bit of an explanation about how this effect works and how to use it. I have some familiarity with 3D shaders - wherein a single object would have multiple textures (e.g. diffuse, normal, specular, etc.). Obviously in 3D, these effects work in coordination with a static lighting system.

    In Construct2, we don't have a lighting system. What are the parallels, if any between, bump map effect in a 3D environment, and the bump effect used here? What kind of images will produce the best results? The pipeline I am use to would be such that I would take an image, bring it into photoshop, and then use the NVidia plugin to generate a normal map.

    So far, I have not been able to understand how to use this effect in any of the way I am accustomed. Any help and insight is greatly appreciated.

    Thanks!

  • This is incredibly cool!

  • My feeling is that in a community like this things work best when software add-on by community members are distributed freely. Part of this is that...the idea of original code is suspect - most people build on other examples and unless you are coding in a machine language - well, should the "creators" of javascript get a percentage of your income?

    But beyond that argument, I think it is amazing the kinds of things that can come out of an open and free community, as we have already seen. With the addition of shaders we will get to enjoy another method of participation and sharing. I can't see charging money for these things as being a positive development. It also raises the stakes for the developer and, in a way, puts some responsibility on Scirra, if they choose to share in the profit.

    The way it is now, developers can make early releases, let the community beta test it and find bugs, and iteratively develop it on their own schedule, and everyone wins.

    Art assets on the other hand make more sense to sell. It is easier to screen this process as well. If the quality of the art is poor, don't support it. With code, it is harder for both the consumer and the host to determine whether it is high quality.

    All just my opinion and I'm very receptive to the idea my opinion is a lousy one.

  • Very cool game! And it plays in the same page for me as well - no pop-up.

    One thing..and you are probably already aware of this but when I go to leaderboard it says error connecting to the server.

  • I wonder if their server is going to be able to handle all us yokels hitting refresh every 10 seconds. Just watch the website go down the second it is released. :P

  • A custom shader could be written to achieve this effect if I understand it properly. When you say tilesets, what exactly do you mean?

    I will be working a lot on custom shaders. If it is something I can pull off, I will give it a whirl.

  • For those wanting to get a start on WebGL shaders, this is a nice place to begin:

    http://webglplayground.net/

  • Thanks, Ashley! It's gonna be a lot of fun.

  • I'm curious to know how the shader SDK will work and if we can write our own shaders from scratch in GLSL. Also what version of GLSL is implemented?

    I supposed the answer to the first question is yes and to an extent we could already do this by editing the source of our exports. Just looking for some more details on the shader implementation so I can start cranking as soon as it comes out. I'm sure with the enthusiastic community here we will dramatically expand the shaders in short order - though 60 is quite an impressive offering right out of the gate.

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  • I believe Google will add WebGL to Chrome for Android

    This is a certainty insomuch as anything can be certain. They are developing applications specifically for this. Without saying too much...I will just say that.

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srealist

Member since 1 Mar, 2012

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