clodius666's Forum Posts

  • i have to admit i really **** at this... <img src="smileys/smiley24.gif" border="0" align="middle" />

    after a few hours and big pile of ripped hair on my keyboard, i admit defeat. theres just something i cant figure out for the life of me and i dont even know what it is <img src="smileys/smiley36.gif" border="0" align="middle" />

    though i fear its something really simple and in your face- stuff. i tried like a million different things, resulting in pretty much me placing random stuff with my eyes closed hoping to get it.

    but no such luck, maybe im just stupid.   <img src="smileys/smiley4.gif" border="0" align="middle" />

  • i just meant that im not sure about the way the code should be made, i tried some variations, but didnt get any results.

    but if we go by your example in your post:

    max speed is 20

    condition----> always

    event---->    sprite-set blur to FormatDecimal((Sprite('dist') / 20), 1) going by your code, is this correct or am i missing something completely obvious? <img src="smileys/smiley36.gif" border="0" align="middle" />

  • spoke too soon i guess... <img src="smileys/smiley9.gif" border="0" align="middle" />

    "The rest is up to you. You have to decide at which speed value the blur has to be at full strength, either by calculating or by trial and error."

    thats exactly where i get lost <img src="smileys/smiley36.gif" border="0" align="middle" />

    im not eally sure how the code should look when applying the max value of speed(dist)

    in this code its easy to understand, since i already have the max speed value ready to be used in expressions:

    FormatDecimal(Sprite[Car].Speed / Sprite[Car].MaxSpeed * 100, 1) & "%"

    but using the dist value, i dont have the max speed, so, should i just use (Sprite('dist') / TimeDelta) two times to measure the start speed AND max speed, or should there be a different expression? i guess im just cofused about the code formula itself, even though i understand basically what im trying to achieve and how.

    sorry if i sound like everything has to be explained in the way a child would understand <img src="smileys/smiley36.gif" border="0" align="middle" />

  • thanks so much for explaining it so well!

    oh and both the relation and the speed comparison were really helpful and pretty much crucial for what im trying to do.

    i have used lastx and lasty before, but only for determining movement angles. that dist variable now makes alot more sense, ive seen it used before but really didnt know what exactly it was used for.

    well, i guess i'll be fooling around with this new knowledge for the rest of the day, see if i can get anything done with it. im still a little confused on how to translate all that knowledge into a working set of conditions and event, but eh, i guess i'll just have to GET it.

    but thanks again, i think i gained +2 int from this thread already <img src="smileys/smiley4.gif" border="0" align="middle" />

  • awesome, much appreciated! that works like a charm.

    although, TWO things:

    ever since i started using construct, ive had a hard time with speed and conditions needed to compare it.

    first, how would that code work with just a sprite? meaning, how would i compare the speed value? and the max speed value?

    second, i started wondering how would that be translated into using a physics behavior?

    i think i understand the basic logic you showed in that example, though the car behavior makes it (sort of) easy,because it already has the conditions for the speeds of the object. sorry to bother this much,but ive noticed ive stumbled upon this same (compare any kind of speed)issue for countless of times now, and i would be really happy to get rid of it by learning how to properly compare speed in any possible situation.    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • hi. im not sure if i understood correctly, but anyway, i threw together a little example .cap for a 2d car physics, or at least one way of doing it. its just a barebones example with only a few events. you could add alot of things to it, like subtle steering while on air and stuff like that,also you can tinker with bounciness and traction and stuff to your liking,just have to experiment with the physics behavior. hope it helps even if just a little.

    grab the .cap here:

    http://dl.dropbox.com/u/11157144/2d-car-physics.cap

  • once again, thanks for replying, tulamide!

    hmm, sorry to sound like a complete idiot, but how exactly would that translate into a working condition/event? do i need to use private variables?

    i'd appreciate a rough example of code to give some guidelines <img src="smileys/smiley4.gif" border="0" align="middle" />

    this could be really useful info to implement to somewhere else also i think.

  • hi folks!

    sorry if this sounds a little vague, but i was just wondering different possibilities regarding some kind of (motion) blur.

    now, i was fiddling with the built in motion blur, which looks oh so nice, but is also REALLY heavy on the computer.

    i was thinking of using a little more modest implementation through effects, layer effects mostly, since i would like to be able to choose which layers are blurred.

    BUT, the big question:

    is there any possible way to make even just the basic blur strenth adjustments in relation to the sprite's speed? meaning that the faster the player goes the more blur is applied to a specific layer.

    would clamping be the way to go?

    i know how i could make it work when the player crosses a certain speed the blur gets applied, but its blocky and doesnt look good. i would like it to be (completely) seamless, hence i was thinking clamping. but i just dont know a proper conditioning or events needed for that.

    so, if anyone has any great ideas i would be very interested to hear them.

    thanks for reading!

  • here's a more refined example:

    http://dl.dropbox.com/u/11157144/ground-decal-example2.cap

    i guess it works "pretty well".. theres still some obstacles and restrictions i dont know how to solve.

    in the example, if you try to resize the ground objects and run the layout, the spawned mask canvas doesnt show identical to the ground sprite, the offset is incorrect. is there some trick to know when resizing canvas? how to position it properly after resizing?

  • well i managed to get something done with the canvas object, example here:

    http://dl.dropbox.com/u/11157144/ground-decal-example.cap

    now it works like i want and i can add all kinds of stuff.

    problem is: theres no way im gonna fill my levels full of canvas objects, cause its so wasteful.

    the solution i had in mind, would be to somehow spawn the canvas and the mask sprite behind it during runtime, when the colision happen. though this opens up alot of new issues. my brain gets stuck, when i need to -on collision- spawn canvas, set angle to correspond the ground sprite angle, detect if the canvas is already spawned etc. overall, just to make a working, efficient system.

    id really like some help from someone wiser than me to overcome these obstacles. im still pretty sure this thing is possible to achieve. thanks!

  • actually im not really sure if it would be the same kind of texture, havent thought that far yet :)

    i was thinking about somehow using the canvas, but i kinda **** using it lol

    this is really puzzling, yet its such a simple concept, to only show overlapping content of a sprite :(

    EDIT:

    also note that it doesnt have to be the same object that is flying or not overlapping the ground, i could live with using separate sprite while the blob is flying and only spawn the mask sprite when it hits the ground.

    if that helps..

    EDIT2:

    actually, i found out a perfect example of what im kind of aiming at:

    Subscribe to Construct videos now

    that was the effect i was going for, although i didnt have excessive gore in mind, but rather just some kind of paint or something. but the effect is the exact same i was looking for.   so, anyone have any ideas?

  • hi jayjay and thanks for responding.

    im afraid its a little more complicated than that.

    i guess i wasnt making enough sense lol.

    its hard to explain what im trying to achieve, but consider the sprite 1 as a sort of paint and sprite 2 as a part of environment. now, sprite 2 can be pretty much anything, not just one color block, but fully textured piece of environment, set as any possible angle and shape. problem comes because i want to make background environments and objects on layers behind the actual playing area/layer. so basically id like to paint the actual playing area with all kinds of sprites, while still having nice detailed background.

    if im not making sense i can make a better picture to illustrate the masking effect in question <img src="smileys/smiley36.gif" border="0" align="middle">

    EDIT:

    heres a better example of what im trying to do. cant really get any more specific than that :D

    oh and feel free to bask in my incredible artistic awesomeness <img src="smileys/smiley36.gif" border="0" align="middle">

  • hi!

    im not sure if this is completely simple or something, but i cant figure out:

    i want to make a sort of mask, where sprite1 is only visible when its overlapping sprite2 and only for the space that is overlapping. so the part that isnt overlapping, is not visible. i guess it sounds weird but i made a picture just to illustrate what im aiming at.

    so basically, it would be a mask effect, but inverted, right?

    is this at all possible, with some creative use of masks and layers?

    any help would be really appreciated!

    thanks for reading.

  • hi!

    thanks for replying.

    yeah i think i tried something like that for the bumpmaps. unfortunately i didnt quite get it to work properly, i guess im better off just using it on basic textured, normal mapped sprites, that works well enough for now lol.

    im not sure about that physics thing, since im trying to deliberately avoid using physics behavior. id like to try ribbon though, problem is i havent really studied how it works yet, so its pretty much uncharted territory for me personally. i do have the ribbon tutorial, but it doesnt really explain what happens and why, so its a steep learning curve.

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  • hi folks!

    just a few random questions that came to my head while trying to achieve some stuff:

    is it at all possible to bumpmap a 3Dbox object? i tried using the normal way (that's used in one of the examples lying around here), but i got some strange results. tried some other stuff too but couldnt get it to work.

    also, i was testing to see if i could make a nice tail effect. think squirrel's tail and how it sort of mimics the movement of the squirrel.

    im just not sure how i could make it so that the tail(made of several furry sprites)) follows and mimics the actual squirrel objects movement with increasing delay to the tip of the tail. am i completely wrong if i assume the use of lastX and lastY would bring some promising results? im just not sure how to make the actual movement of the tail. if anyone has some great ideas id be more than happy to hear them.

    thanks for your time <img src="smileys/smiley1.gif" border="0" align="middle" />