Animmaniac's Forum Posts

  • I personally always missed this feature when doing custom window size management systems. Although it indeed looks ugly when the stretch is too big, it's very useful for when there's those 20-50px missing at each side in a fixed sized layout.

    If you stretch something by 5-10% maximum the stretch is practically imperceptible and the result is much better then that small gap that is too small to seem done on purpose, and look like a glitch or a miscalculation instead.

    For being really useful it needs to be controllable during runtime though, since applying it at all times just looks horrible.

  • That's right, triggers don't follow the execution order like regular events. They act like traditional programming events that are only executed at the exact moment they happen. But that has no relation to the OR block, it should work normally like the manual transcription you quoted.

    I did a test and strangely that particularly combination of events are acting like an AND instead of an OR. It does seem like a bizarre bug, here's a capx:

    C2 OR bug

    • Try to click outside the square, the flash doesn't trigger.
    • Try to hover the mouse on the square, the flash doesn't trigger.
    • But if you hover and click the square the flash triggers.
    • Next enable the other blocks and disable the previous to see how they behave differently.
  • Timer is a Trigger. You can not combine it like regular events. Given that you just call a function anyway, there is no need to use an OR, just separate the events.

    I believe that's not true. The trigger should work in this situation with regular events like expected. The manual entry for OR blocks even use triggers as examples.

    I suggest posting a capx with a simple reproduction so it's possible to tell if it's really a bug in C2 or some other events are interfering with your project's logic.

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  • I did some tests by using a single file and using seek to hop to different loop sections when arriving at specific positions, but it gives inconsistent results. Sometimes it matches, but sometimes it plays a bit more than it should and there's a noticeable glitch.

    My guess is that the event sheet don't execute fast enough to perfectly synchronize with the audio and to trigger the seek action in the exact moment. So sometimes the tick happens to be almost synchronized and there's no glitch, but often it can deviate by an error up to dt that is enough to cause trouble.

    Ashley

    Supposing that the browser's seek doesn't add considerable latency by itself, wouldn't be possible to add some kind of asynchronous trigger that fires when the audio reaches a specific position to minimize this problem?

    Something on the lines of how the asynchronous storage and the timer behavior works, like:

    +System: On start of layout
    -Audio: Schedule trigger "musicTrigger" to tag "music" at position 30 (once)
    
    +Audio: On trigger "musicTrigger"
    -Audio: Seek tag "music" to 15 seconds
    [/code:3betnqbd]
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  • I believe you are going the wrong way in trying to improve your art. You are trying to fix fundamental flaws in it by applying some automatic post process effects, and that will simply not work. The underlying flaws will still remain, doesn't matter what post process you use.

    Please don't take personal offense, but your style reminds me of someone who learned how to use a graphics software and still doesn't have matured enough it's artistic skills. It looks a lot like some graphics from the 90s, that in todays standards seems a bit cheesy and outdated.

    In your current attempt you tend to overuse gradients and effects, use to much pure colors (full black, full white and pure RGB colors), and are not very fortunate in establishing priorities within your scene. The danger sign that is supposed to be a detail in the background have as much highlight as the characters (if not more). The characters doesn't have enough contrast with the background, and their instances seems a bit stiff. Everything is so high contrast that looking too much time to it may give the player visual fatigue.

    I think that if you went with a more comic style with flat colors like your avatar, the result would be much more pleasing and interesting. Maybe Comix Zone may be a good starting reference.

    I suggest you try to find more references of styles that you like, and then take some time to study them and rationalize why they work and what aspects are the most important to convey their aesthetics and to make them look good. Then apply your findings in your own art asking feedback to players. If you are too short on time, then maybe you should consider hiring an artist to help you in your project.

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  • The biggest issue with plain layer offsets is parallax won't work with them.

    It may have to be parallax, or offset for all layers, not both, and probably not alternating either.

    That's not true, they can work together. Imagine that the offset is an independent parameter that maps to the amount that the layer offsets from the scroll position, like: "layerPosition = layerScrollPosition + layerOffset". One can then have the layers move with scroll plus control the layer offset, or can alternatively set the scroll rate to 0 and move only with the offset without being affected by scroll.

    The only thing is that the offsets need to be taken into consideration for the collision cells like Ashley mentioned. Apart from that it seems quite trivial to implement.

    I felt the need for this feature sometimes in the past. Although it's not something I'm really in need for C2 right now, I really wish to see this in C3 as it would be very handy.

  • Ashley

    I'm not sure how you are implementing things, but maybe these links may be of some utility to you (if you haven't found them on your own):

    http://hacksoflife.blogspot.com.br/2010/02/alpha-blending-back-to-front-front-to.html

    https://developer.nvidia.com/content/transparency-or-translucency-rendering