A wild Construct Mention

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Post » Sat Sep 25, 2010 5:06 am

I'd say MMF2 and Construct is better than Game Maker. I've always said this. Just about every GM game I've played weather it was well done or not, was buggy, crashy, or laggy. The creator failed to optimize. Besides from the MMF2 can Construct as well as the coding community tends to have and older members. The only I see that MMF2 has over Construct is it's folder system, but I think Construct will have the ability to drag objects from the objects folders.
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Post » Sat Sep 25, 2010 12:07 pm

I think a lot of Game makers are made missing the point of what they're supposed to be. While it's great to be able to script, write language and whatever else, I've always felt that complication is supposed to be minimized greatly with these types of programs. Construct accomplishes that.

I've used MMF a lot and the event system sucks. Plus, simple event operations are made more complicated than they should be with MMF. The only things MMF has over Construct is stability, exports to other platforms, and a better sound and music management (i.e. sounds and music automatically embed into an .exe). But in terms of intuitiveness and function, Construct is in a class of its own. Rapid prototyping is a breeze with Construct.
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Post » Sat Sep 25, 2010 12:53 pm

I do like MMF's shader system, but I wish let you combine different shaders. I kind of wish Construct has some of MMF shader system to the point of doing this.
[code:23olzfqf]

// Pixel shader input structure
struct PS_INPUT
{
float4 Position : POSITION;
float2 Texture : TEXCOORD0;
};

// Pixel shader output structure
struct PS_OUTPUT
{
float4 Color : COLOR0;
};

// Global variables
sampler2D Tex0;

// Megaman Colors
float4 OL;
float4 BL;
float4 LB;
float4 EY;
float4 FA;

PS_OUTPUT ps_main( in PS_INPUT In )
{
// Output pixel
PS_OUTPUT Out;
Out.Color = tex2D(Tex0, In.Texture);

// Do a sum of the r, g and b values, 1 check is quicker than 3
float sum = Out.Color.r + Out.Color.g + Out.Color.b;


// Look for the most common colors first, for efficiency, in those cases we can end the check early
// Based on X's standard pose:

// Outline (106 pixels in X)
if (sum>0.058 && sum<0.059)
{
Out.Color.rgb = OL;
}
// Blue (48 pixels in X)
else if (sum>1.364f && sum<1.365f)
{
Out.Color.rgb = BL;
}
// Light Blue (44 pixels in X)
else if (sum>1.956 && sum<1.957)
{
Out.Color.rgb = LB;
}
// Eyes(29 pixels in X)
else if (sum>3 && sum<4)
{
Out.Color.rgb = EY;
}

//Face(29 pixels in X)
else if (sum>2.537f && sum<2.538f)
{
Out.Color.rgb = FA;
}
return Out;
}

// Effect technique
technique tech_main
{
pass P0
{
// shaders
VertexShader = NULL;
PixelShader = compile ps_2_0 ps_main();
}
}[/code:23olzfqf]
A megaman color replace shader.

IN the event editor you'd have to replace the RGB in a single line instead of 3 like the color shader lucid(?) made a while back.
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