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battlerager
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« Reply #150 on: December 10, 2008, 12:24:15 AM » |
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This crashes for me once I get back to the house and reach the puddle of water EDIT: Nevermind, it worked now. I beat the game, very nice, dude! Great pixulz. 
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« Last Edit: December 10, 2008, 12:36:26 AM by battlerager »
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György Straub
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« Reply #151 on: December 10, 2008, 02:14:42 AM » |
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that Shub-Niggurath thing - what did you use to achieve the waving effect btw?. Construct has hardware acceleration so it can do fancy stuff like sprite mesh distortions on the fly. I just told it to start distorting and plugged in someone else's math because I suck at math (sin and cos something something... thanks David  ). This was in lieu of actually animating it, because I didn't have time, though I like how it came out so when I do animate it for the full version I'll keep the effect as well. There were a bunch of examples of what you can do with mesh distortion posted when the feature was first added a while back. Waving flags, pond ripples, folding cloth, etc. But the math is beyond me. Thanks, man. It really is a neat effect and quite possibly looks better than frame-based animation. I'm looking at doing something similar in OpenGL but there seems to be no easy way. (Yeah, I kinda suck at maths too.  )
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Bob le Moche
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« Reply #152 on: December 10, 2008, 05:58:39 AM » |
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!CE-9, I've been thinking about that kind of stuff as well. On some of the old consoles they did all kinds of effects like that because the hardware had an interrupt on horizontal blank. This allowed you to change the position of the sprite between each scanline, allowing all kinds of cool effects.
From what I've found the only way to do something similar on modern hardware without using shaders is to use a distortion mesh. So instead of using a textured quad for your sprite, you use a textured mesh that you distort the way you want. Unless you have pixel-sized triangles, this might only result in a linear approximation of the effect you want however. (I think this is what construct does?)
The other way is to use shaders, where you can have a texture offset at each single pixel. This is how you do effects like parralax mapping in 3D games.
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deadeye
First Manbaby Home
Level 10
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« Reply #153 on: December 10, 2008, 06:18:17 AM » |
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Unless you have pixel-sized triangles, this might only result in a linear approximation of the effect you want however. (I think this is what construct does?)  Uh... me click mouse. Make game. Magic fairy make game go. No magic fairy, no game go.
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agj
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« Reply #154 on: December 10, 2008, 10:34:36 AM » |
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Hey, deadeye--did you use the zoom function for the pixelly look or did you just scale every graphic? I wish there was a 'truer' way of making a pixelated game in Construct... (Unless there is one and I don't know about it.)
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deadeye
First Manbaby Home
Level 10
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« Reply #155 on: December 10, 2008, 01:21:20 PM » |
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Everything was made in 2X scale ahead of time, then imported. And instead of point sampling I used linear so the sprites could move smoothly at sub-pixel increments. The edges do actually blur, but since they're pre-scaled you can't really tell, whereas if I'd just used 1X sprites and zoomed the display 2X I'd have to either use point sampling - which would keep things crisp but since it's zoomed it would make for blockier motion - or use linear sampling, which would make the sprite edges blurry. It was just a design choice that worked for what I wanted to do.
Plus scaling things up ahead of time allowed for smoother 1X effects like the gradients and some of the shading, and the mesh distort is smoother as well. I could also get away with smoothed text and it didn't look totally out of place. I don't think it does, anyway.
Mostly it's just a habit held over from earlier builds of Construct where there were problems rendering zoomed displays properly. I know at least most of that has been fixed by now, but since this was under a deadline I wanted to go with what I knew for an absolute certainty would work.
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agj
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« Reply #156 on: December 10, 2008, 02:45:16 PM » |
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Zoomed text still looks like crap.
Thanks for explaining, makes sense for what you wanted to do, and indeed the text does not look out of place (I had to run the game to realize that it wasn't pixelly).
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JLJac
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« Reply #157 on: December 11, 2008, 11:51:52 AM » |
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The end.... Yeah.
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xerus
Vice President of Marketing, Romeo Pie Software
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kpulv
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« Reply #159 on: December 21, 2008, 01:47:54 PM » |
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Yeah I read that as "Miyamoto Fan Screw"
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Cheater‽
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« Reply #160 on: December 21, 2008, 03:34:00 PM » |
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In TIGSource they have made a competition of independant games inspired in Lovecrat[sic]: The Commonplace Book Competition. For the moment, my favorite is This Cursed Rock. Edit: Yes, the guy was getting DX errors. I directed him to the DX9 runtimes I posted earlier.
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« Last Edit: December 21, 2008, 03:37:41 PM by Cheater »
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Rory
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« Reply #161 on: December 26, 2008, 06:53:39 PM » |
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Yeah... Has some really good potential, but the ending is lame. Oddly funny, but also really, really lame. Looking forward to the full version!
And you must explain the monoliths within the story!
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deadeye
First Manbaby Home
Level 10
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« Reply #162 on: December 27, 2008, 10:28:03 AM » |
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The monoliths are just save points... you respawn at the last one you touched (you don't have to read them, just touch them). I didn't think they needed much explanation. Of course if you don't actually die then I guess it would remain a mystery  . Sorry to hear you didn't like the ending... a lot of people found it funny  . I will work on a full version though, with the option to play either the compo ending or the "director's cut."
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moi
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« Reply #163 on: December 27, 2008, 10:57:19 AM » |
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I prefer short games with an original story and atmosphere than long drawn out metroidvanias 
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lelebæcülo
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JLJac
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« Reply #164 on: December 27, 2008, 11:49:42 AM » |
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I prefer long drawn out platformers with original story and atmosphere most of all  <3 
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