wiebow

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Viewing 15 posts - 76 through 90 (of 131 total)
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  • in reply to: Geometry Wars style glowy lines and particles #2142

    wiebow
    Participant

    We should go back to CRT Vector displays 🙂

    in reply to: quirks, requests, questions and answers #2140

    wiebow
    Participant

    Mark wants to use the issue tracker.

    in reply to: Geometry Wars style glowy lines and particles #2138

    wiebow
    Participant

    Yes, I found that widening the line width makes all the difference. You need that fat line to accentuate the overlaps 🙂

    BUT: what is missing in your pictures is the glow around the line. Eventhough overlapping lines do show glow, the line itself should do that as well. This was the main thing that the blitzmax module from indiepath provided.  After I changed his default image to a fat line, I got those nice results.

    Maybe if you draw two extra lines for each line: 2 with a low alpha to simulate glow, and then the main line. Just an idea, I know it’s kinda hack-ey.

    I am no shader expert, but that might be the best solution in the end?

    in reply to: game2d framework up on github #2122

    wiebow
    Participant

    @sammy: Indeed. I am concentrating on the more essential stuff for now though: audio, gamepad input, configuration stuff.

    But for particles etc pooling of some kind would be nice to have.

    in reply to: Sublime Text 3 language file and snippets #2096

    wiebow
    Participant

    I made a blog post about my development setup with ST3 and Gradle: http://devdef.blogspot.nl/2016/07/monkey2-development-setup.html

    I hope it’s of value to someone.

    in reply to: Defining preprocessor directives #2086

    wiebow
    Participant

    I haven’t tried this yet, but conditional compiling using a Const is also no working yet?

    in reply to: Geometry Wars style glowy lines and particles #2072

    wiebow
    Participant

    Maybe shaders will make this possible. I have no idea how these work. If someone can get glowy lines working, I will port my vector object engine over 🙂

    in reply to: Fancy Isometric Projection #2054

    wiebow
    Participant

    Ohhh, very interesting! 🙂 Also the use of a custom matrix is an interesting option.

    in reply to: game2d framework up on github #2046

    wiebow
    Participant

    Hi Matthew. Thanks! Let me know which functionality you miss.

    I’m going to move the Asteroids example game into the main repository for the module.

    in reply to: game2d framework up on github #1992

    wiebow
    Participant

    OK, kitchen is working, so I’m back…   I have added docs to most classes now, and have also added the first issues/enhancements to the github page. If you have any requests or new features you would like to see, let me know.

    in reply to: Defender demo #1991

    wiebow
    Participant

    It is Mark’s game so is it up to us??? 🙂 Come on Mark.

    in reply to: New ted21 logo and monkey2 logo #1990

    wiebow
    Participant

    Is Ted a bear? Never knew that! 🙂

    in reply to: Experimental module manager now online! #1989

    wiebow
    Participant

    Thanks! Once my first module is kinda ‘done’ I will add it. 🙂

    in reply to: Developing modules in parallel with a game #1949

    wiebow
    Participant

    I am developing my module and game separately. I have a subfolder in modules and a separate game folder. I use Sublime Text, so it is VERY easy to switch between projects (CTRL-ALT-P)…  So I jump between these two projects as I develop.   I need to keep my module folder save during Monkey updates, but this is a minor issue for me. Once linked folders work I will move my module sub folder to a new physical spot.

    I don’t use single files 🙂 It makes it hard for me to focus once the file gets above a certain size

    in reply to: Experimental module manager now online! #1948

    wiebow
    Participant

    Great idea!

Viewing 15 posts - 76 through 90 (of 131 total)