gaboduarte's Recent Forum Activity

  • Yeah! Congratulations man!

    Welcome to the world of work-work-work!

    I personally think this is a way better way of life than studying like crazy (not very academical, heh).

    And YAY for me too! 100th post!

    Being a very shy person on the internet, this is a personal record on any forum I've ever been on!

  • UP!

    But really... I need to know if this is a bug or a normal feature (i'm thinking of using it along with Canvas object to paste the mask effect and make it work by myself)...

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  • Nice work, Mr. Ksoft!

    I had a nice time exploding enemies. The multiplier is really a plus, this explosion of coins is really satisfying!

    I tend to dislike games that mix the pixel-art with another artstyle (in COIN the background is probably vector, and the water not pixel too), but the colors are cohesive and the contrast is great.

  • I'll try to sketch up something about the animation editor next week.

    I agree with Ashley. The design used with the Clickteam's software is not very flexible, even if it's easy to use. There are better ways to do it, while maintaining simplicity.

  • I agree with you about the previewing... It's probably a major improvement, but it would be awesome!

    I posted a nice way of improving the animation editor about a year ago, but it went mostly unnoticed, so I thought I should remember everyone about it

    It's not the same as you are requesting, but I think this method I proposed would save a lot of texture space and video resources and, in the long run, would improve the way you animate.

    After I proposed this I joined a game development studio, and I got to experiment on both Playground (a nice game engine by playfirst, free to use at http://developer.playfirst.com) and the Nintendo animation software package, and they are very similar to this things I tried to reproduce on Construct.

    Have a go, the .CAP is old but it will run on the newer versions.

    BTW, TIMELINE IS GREAT FOR ANIMATIONS!

  • Hey! Just dropping by to tell you guys that!

    I'm very happy that I met the woman of my life and now we're together by a stronger bond!

    So... that's it!

  • My god, David! You rock!

  • I'm getting the same problem, the mask is not refreshing, so it leaves trails!

    Has anyone succeeded in doing this right?!

  • > This one is very good also (it's a newer update on the project):

    >

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    >

    > So cool how he manages to add different weathers with only shaders

    >

    That snow is crazy impressive to look at, but if you think about it it would actually be pretty simple to do... it's basically just a noise shader that uses the normals as a mask. Really neat stuff. Hell, you couldn't even do snow that good looking in real 3D without a crazy amount of work.

    Yeah! It's very easy to understand how it's done, but I'm still impressed by the way it looked so beautiful. It's one of those "I can't believe I didn't think about that!"...

  • Wow... AMAZING WORK!

    This one is very good also (it's a newer update on the project):

    Subscribe to Construct videos now

    So cool how he manages to add different weathers with only shaders, lighting and coordinates interpretation. I mean, no texture transformation!

  • Hey Minor!

    I'm gonna post some work very soon on my blog about the level generation thing, but I already made a topic about this, which wasn't very popular and soon went down to page 2

    I've made some nice improvements on this, but basically I'm making some sets of tiles (I called them rooms - but they are more like sections of a dungeon) and storing them on a 3 dimensional array.

    Then, on the game (which is already working, but I must organize it before showing it) I load the array and build the rooms, choosing them randomly.

    It's coming along great, and this is a method I may use for several games!

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gaboduarte

Member since 22 Feb, 2009

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