David's Forum Posts

  • I have sun burn and I'm wondering what a good product to use on my skin would be?

    ....

    Only joking. I been experimenting in Construct for a way to create a 'skin' effect, that where a mesh deforms in such a way that it acts like skin around bones. I haven't applied the mesh distortion yet, I'm just positioning the objects. However...I'm not sure if I'm doing it right. I thought I understood how skin worked, but maybe i've missed something...I'm wondering if theres any 3d modeller pros out there that understand how skin deformation works

  • Make it chase the mouse instead of using the keyboard, add in some enemies that kill you on impact, and make the objective simply 'grow as big/long as possible' and you've got a game!

  • I added a new action into construct's sprite object which allows you to set a distortion point by a layout co-ordinate. This allows you to easy make say 10x10 'point' objects, and loop through them setting the displacement points on a sprite to those points.

    Now, for skinning, you basically need to write code that 'sticks' an object onto another object such that if the other object rotates, moves, or resizes, the object that is 'stuck' will reposition accordingly. Skinning then works by 'weighting' these values. So you calculate the position for the object if it was stuck to the arm (for example), and the position of the object if it was stuck to the torso, and then calculate in with weights. eg: position = 0.6 * arm_position + 0.4 * torso_position.

    The maths is pretty simple, but making the skin look realistic is an art. In the 3d program 'maya' it allowed you to 'paint' the weight values, so you would select the arm bones, and then the vertices on the 3d model would all become shades of grey determined by their 'weight' value.

    Anyway, this is a really advanced stuff! I mean Aquaria won indie game of the year for 2007, and the main character was animated with the same method as my bone movement (as I have illustrated in another thread). I guess we are in 2009 so technology has changed.

    What I've been thinking about doing is creating an 'advanced stuff' object, which would embody lots of complicated functions and stuff, such as calculating angles for IK, finding the other side of a triangle, and basically just various calculations that are rather lengthy to write as an expression, but can give your games that 'edge' over other games. Plus machine code is faster at evaluating equations, so it would be faster and easier to use.

  • A simple example showing a method of achieving your own parallaxing algorithms. Each instance has a different 'factor' for scrolling, hence achieving a background that looks kinda cool

  • Ah its to do with hotspots and physics.

    When you rotate an object manually and it has physics, the physics notices the objects change in angle and is ment to adjust the angle accordingly...but by the looks of things its getting confused with co-ordinates and stuff and is causing the object to reposition slightly. I'll look into it.

  • I should probably add actions and expressions to it...

    So like it would just be set and get period, offset, range ?

  • I'm just gonna upload a couple of things that can be made with no events

    http://www.mediafire.com/download.php?tn3315yywmy

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  • Heres an edited version

  • Of course it wasn't meant to be viewed at that resolution, it could do with some detail

  • You could just put your shadows on a new layer, make the shadows 100% opacity, and then make the layer itself 20% opacity...that will give you semitransparent shadows.

  • If you have an object thats gonna move really quickly from spot A to spotB...this is way of making something that looks like motion blur but without rendering all the inbetween frames.

  • So how did you make this btw? Did you use the timeline object or lots and lots of events?

  • Its a good feeling when people make suggests and we can say 'way ahead of ya mate!'

  • Just a quick example showing how pairer works. I'll explain better later

  • Yeah pairer should be used for that situation...except i found a bug in it...once the bug is fixed I will release an example...but first I must finish watching Chobits