megatronx's Recent Forum Activity

  • Godot looks good. I'll give it a shot when they'll have that visual scripting ( as I have no intention of learning how to script )

  • I have external file with data to use with ajax and tokens. Having that kind of linear format of data works best for me. With external arrays there is so much to think about in terms of layout that I just can't be asked.

  • The problem with native export is you need multiple codebases & renderers to go cross-platform, like CC with DX9, it's windows only and requires a lot of effort to port.

    But guess what?

    Vulkan is the answer.

    It's cross-platform, Windows, Linux, Android.

    MAC OSX has Metal, which is a derivative of Vulkan.

    Looks good. Are you suggesting Vulkan wrapper, or for c2/c3 to completely switch api?

    https://www.khronos.org/vulkan/

  • People do complain about products their bought: sometimes their complains are legit, and sometimes they are not. But I have to agree with others, that while promoting c2 having exporters options is cool and all, having them constantly producing issues is not. It is a gray zone somewhat in terms of legality, since you technically can do all those things, means, export. From customers point of vie tough, having issues caused by those 3rd party programs is really a massive bummer. Development is hard process of balancing between pleasure and frustration, but from personal standpoint, issues that are caused by 3rd party stuff are simultaneously enraging and disheartening. And if I'd be a company who's making software, I'd look for solution to it myself, to give customers best ux possible. Got to note Im not implying that Ashley is not working hard, because he is and is doing great job. But sometimes I can see that sometimes choices he's making don't seam like they are in best interest of the end product, by which I mean a finished game, not a prototype of something. And I'm not accusing him of any bad intentions, however me and may others just'd like to show things in a bit different light then to how things are now. For us the end product, our end product is most important of all, and we can ignore some minor inconveniences in the editor etc, but game's got to work 100% fine, especially that none of us is making The Witcher or Elder Scrolls here, or even Doom. And to finish this, my current problem with nwjs, and early on in development, is that at some resolutions ( or in other words window size ) some objects (sprites) are displaying with a glitch that looks like there is extra pixel or two bar to the side or top, while not on others, even thought they might be same objects.

  • Cool, thanks for clarification.

  • Hello,

    I'm building random levels generator, and I wander how can I create probability of spawning something; should I do it this way, or is it not probability: random (100), is between num A and B ( ex. 30, 70 )? I'd also would like it to change throughout the game. Any thoughts?

    Thanks

  • I'm not native english speaker, but i've spent 10 years in UK and I think "They came and took our planet - now it's time to take it back!" flows better.

  • megatronx

    Thanks!

    In this case I just have a sprite with it's blend mode set to Destination Out. You can use other blend modes to mask in different ways too, as illustrated here if you scroll down a bit: https://www.scirra.com/manual/146/effects

    Thanks! And you're keeping it on its own layer, sandstorm and mask, yeah?

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  • >

    > And how is going the performance?

    >

    I think it's probably pretty good, but I haven't tested it on any lower end machines and there's very little in the layout.

    In other news, here's a dust storm in Reliquary.

    Looks great! I'm working on my project for a long time now, but I'm no where near the quality of yours and many other visuals.

    Btw. How do you guys make masks, like this one in the storm?

  • We should be able to lock to any frame rate we want imho. Turn base rouge like could easily run 15-20 fps to be fully playable.

  • Probably to get the angle of the right stick it would be:

    angle(0,0,gampad.axis(0,2),gamepad.axis(0,3))

    YES!!! Thanks!!! Brilliant!!!

  • Update

    Add push out of custom obstacles feature in "rex_pushoutsolid" behavior.

    megatronx

    Try this new version.

    Ah man, you are a star! Thank you so much!

    But I'd request couple more modifications. One is small: pushing out at slightly different angle - what this would do it would let player keep on moving even when is pressing against solid. This would improve the gameplay a lot. And second, if you'd be able to add "mass" to it, so bigger mass pushes objects with smaller mass harder, that would be insane!

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megatronx

Member since 25 Sep, 2008

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