Prominent's Recent Forum Activity

  • adcornaglia , I only use this Chipmunk physics plugin now- I don't use the default physics. This plugin has a lot more features.

  • I thought it might be easier to edit the Pixellate effect instead of the Hexagonal, but I still can't seem to figure it out.

    /////////////////////////////////////////////////////////
    // Pixellate effect
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerFront;
    
    uniform mediump float pixelWidth;
    uniform mediump float pixelHeight;
    
    uniform mediump float tilesize;
    uniform mediump vec2 scrollPos;
    
    void main(void)
    {
    	mediump vec2 tilecount = vec2((1.0 / pixelWidth) / tilesize, (1.0 / pixelHeight) / tilesize);
    	mediump vec2 tile = vec2(1.0 / tilecount.x, 1.0 / tilecount.y);
    	mediump vec2 halftile = tile / 2.0;
    	
    	mediump vec2 offset = mod(scrollPos,tilesize);
    	offset.x = pixelWidth*offset.x;
    	offset.y = pixelHeight*offset.y;
    	
    	mediump vec2 tex = floor((vTex-offset) / tile) * tile + halftile;
    	
    	gl_FragColor = texture2D(samplerFront, tex);
    }
    [/code:qvcf99fi]
  • I need to fix the hexagonal pixellate effect- when the screen scroll, the effect doesn't take this into account so the effect goes crazy when the screen scrolls.

    I need help figuring out how to apply either the viewOrigin or the scrollPos to compensate for the scrolling.

    I imagine I'd have to add something like mod(scrollPos,scale) to some value, but it isn't clear to me where exactly, or which value, etc..

  • Anyone have a fix for this? I'm trying to use the hexagonalpixelate effect and it is change when scrolling.

  • encountered this error message when dealing with this bug:

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  • How do I get rid of the dark shadowing around edges? The sprite consists of just 0,0,255 blue pixels with transparency. Why is there black showing? I use Alphaclamp effect on the layer.

    yeah- cosmetic stuff matters to some people.

    Like one thing that bothers me with grouping is that groups blend in too easily with other events- so I end up putting a comment above and below it(inside the group) with text saying Beginning of Group X, and Ending of Group X.. And I also add an extra line or two of empty space.

    It helps the group stand out when I'm scrolling through the events, and I can also see from the bottom of the group which group it is based on the comment. Maybe allowing to specify colors for selected events would help too.

    So, as long as the visual changes improve usability and don't hinder it, then I support it.

  • It doesn't matter. It's easy to create ideas, but the hard part is actually building the game.

    One of the best things a beginner can do is take inspiration from other games and essentially clone them. It helps them understand the amount of work that goes into making them, and provides a blueprint so you don't get lost with your "greatest ideas"..

    You'll also have a higher chance of finishing the game.

    Also, I wouldn't worry too much about being secretive about ideas- because why would you limit yourself to just a handful of ideas when you can literally make endless ideas. Chances are somebody has already thought of whatever it is you are thinking of anyways.

    Also, you can't really afford to keep things secretive as an indie, especially if you don't have much experience, because you need to build an understanding of what will be successful if you have any serious goals. If you keep everything secretive, you might just find out later that your ideas weren't as great as you think they were, etc. So you might spend more time on something than was necessary.

    Those are just some suggestions.

    will c3's editor be written in html5 too?

    Read the thread- it's being written in c++

    yeah, but gms2 still isn't officially released- look at the time they're using to promote it. They haven't just released it officially without warning, it's been a slower process easing people into beta and familiarizing everyone with what it offers before they go official- they're using the beta to analyze problems an fix them before release, etc.

    i've got a feeling that c3 will appear suddenly one day and i think it will be in '17.

    I don't think it would be smart to just release it without first building up some awareness prior to launch.

    Also, based on what has been said about improving the plugin system, I wouldn't be surprised if Scirra gathers some plugin makers prior to launch to create some plugins for c3. I know Ashley has stated that he doesn't want to spend time creating things like tilemap editors and sprite editors, so perhaps they'll leave these sort of things to plugin makers, assuming the plugin system is improved greatly and ties into the editor really well.

    I don't think it hurts that people keep asking about it- it's probably a sign that there is demand for it. If I were Ashley I'd be more concerned if nobody was asking about it.

    I also think that the clickteam product is more of a competitor than the gamemaker stuff, as it was the clickteam products that construct was originally inspired by. And since mmf3 isn't released yet, it might be stupid to divulge in any details about c3. You can also tell that the clickteam team seems to be adding more stuff similar to construct. So if ashley were to share stuff while clickteam is still developing its product, they might try to add those as well.

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Prominent

Member since 28 Apr, 2012

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