David's Forum Posts

  • Nice effect! Can we see the cap, I'm curious to how you got such a cartoony cell shaded look to the effect.

    I think you can achieve everything in that Explogen program if you just use an animated sprites and generate about 200 of them..looks like simple kind of fireworks physics...the 'fussy' modes look like they are just 'additive'.

    Particle object clearly needs an 'initial speed randomization' and perhaps a mode to render each particle with additive (achieved with render states, so no slowdown)

  • I need to fix it up a bit yeah...but anyways

    [quote:39s6ff1u]If the second mouse button is set to background, it doesn't delete

    If you've used Paint.Net or photoshop or gimp or paint shop pro or paint express those programs also cant paint with the backgroud colour, you have to use the erasor tool. However I guess it might be a good idea to make it that if you draw with a brush of 0% opacity it functions as an erasor since otherwise a 0% opacity brush is useless...but then if you pick a colour at 5% opacity or something it would function as normal.

    Actually it might be better to remove opacity all together and simply add the opacity slider at the top to all the other tools, and then make another tool setting and call it 'flow' which does the same as the opacity thing. Then there wont be any confusion.

    [quote:39s6ff1u]There is no hand tool. There should be, most of the programs uses space.

    Alt + Click does this, however I could change it so its spacebar and click like photoshop if you want.

    [quote:39s6ff1u]Color picker is awfully too small, except if u work on a small monitor.It should be at least twice as big, and even more on bigger resolutions.

    Woops when you double click a colour or the coloured box its ment to bring up a proper colour picker (like when you choose colours in filters and stuff)...I'll fix that when I get back

    Gotta go to work now, I'll start doing these things when I get back as well as looking into the other issues.

  • Oh Ashley I just realised if you draw a large image and scale it down to less than 50% of its size it uses the mip-mapped texture, which was generated with linear interpolation...might wanna disable minimaps in point filtering eh

  • LOL totally forgot I had typed that post!

    As for the meat squares one of the actions I added to physics was a spring, and somehow its disappeared, so currently the cap file doesn't work. Next release should have the spring action and then I can upload u the cap

  • Thanks for the pm

    I'll have a look over the source code more closely tomorrow coz i'm interested in how its done...perhaps I can make a pixel shader use the same algorithm

    I also found a nice article about it on wikipedia

    http://en.wikipedia.org/wiki/Pixel_art_ ... algorithms

    However, it seems like a weird filter to apply to a game. I mean I can understand it being used on old gameboy games where the resolution is a lot less, but I dont see why people would make a modern game and draw low resolution pictures and rely on a filter to increase the detail...I mean why not just draw a high resolution picture in the first place or use the filter on the image before loading it into the picture editor.

    And the 2xSai algorithm seems to add antialising to the image...so doesn't that mean it loses its retro pixel art look?

  • If you need to select two objects that are of the same family type in such a manner that you can apply an action to one object and a different action to the other, one work around is to use families because they have separate Selected Object Lists.

    This example you click an object, it turns white, and all the objects overlapping the object you clicked turn green, and all the objects that are overlapping green become blue..and its all done with one action

  • You could use the point sampling, make your graphics 128x128 and scale them down to 32x32...then if you use zoom the graphics will get more detailed but will stay pixel art....just an idea...

    As for Super 2xSal ever seen it used in Direct3d powered games before?

  • I dont know if it's what your after, but it achieves an effect similar to what SoldjahBoy mention, but by using the plasma object to leave the trails.

  • This is one way of doing motion trails

  • Hey btw deadeye u didn't need 2 separate minimap objects, you could have just used the 1 and made 2 instances of it, half the actions and the same result But cool example anyways

  • If you wanted an icon other than the objects appearance, you could create another sprite, set it to invisible, and select it as the parameter in draw terrain. That way it will will only appear on the minimap.

  • Another version of the above but adds a light shine to the bottom right of the holes to give depth

  • If you just want to use elipses to cut out holes in a canvas I'd strongly recommend you use sprites, because you can made the holes in the scenery look more realistic and stuff.

    I put together a nice little example that uses a combination of multiply and erase to create holes that leave a darkish shadow

    The effect is more pleasing than an aliased perfect circle in my opinion.

    What did you want to use elipses for ?

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  • [quote:2pimchfj]especially if you've got to set up an erase blend on a new layer with that thing that makes erase work ticked.

    You dont need to put objects on new layers and stuff when pasting into the canvas. The object simply renders into the canvas itself, so if it has an 'erase' effect on it, it will work as expected (as canvas has an alpha channel). It should work with any object and any pixel shader.

  • An electricity effect I made using some skewed sprites and the plasma object (to leave a trail)