David's Forum Posts

  • Yeah I tried using the textures from the skybox in irrlicht and it still looks like a cube...while the cube in irrlicht doesn't look like a cube :S I noticed when you make the box larger the perspective changes a little ... and it kinda reaches a maximium slope...but then it reaches the far plane and vanishes heh...might read over the cvs repository for irrlicht

  • In my procrastination from working on my uni stuff I put this together skybox thing. I thought it could be cool to use if you made a game where you wanted the background to be spining around (like you were on a space ship or something) but the effect didn't come out as good as I had hoped I used the textures from here http://www.scentednectar.com/skyboxes/page1.htm

    Edit:

    Download 'muchbetter'. I forgot that skyboxes only work when rendered from the centre, and the 3dbox wasn't moved along the z axis. Also I changed the graphics to the ones used in Irrlicht...its also open source so they shouldnt mind me using that cool skybox texture. I am now happy with the effect

  • Just a simple example for how to use mesh distort...but I plan to make it easier to use by adding built in functions and stuff

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  • LOL playing us off against each other much?

  • Well liek the sprite has 2 actions:

    Set distortion map size

    Set displacement at

    So you manipulate the sprite via actions. However, this is like low level , and / =i wasnna make higher level actions so people can make likecool gaemes and stuff without requiring for loops. if i ake some built in functons then you can be like 'hmm, this game is cool, but it would be cooler if the enemy jellyfish wobbled a bit, whatever should I do?' and then you see am acton 'apply wobble' and book you have a wobbly jellyfish or something like that and what have you!

    Where am i? Oh yes plasma! I have an issue with plasma, currently scaling, rotations, scrolling etc can stuff it up. I need to think up how to fix this and it might require some additional runtime functions. And at the moment my head hurts and my stomach isn't coping with vodka mixed with beer and I think I misght sjust lie down and go to sleep goodnight!

  • http://www.fileshack.us/get_file.php?id ... =bendy.zip

    That beizer curve thing but now with the mesh over the top!

  • Heres what happens if you give the particles a physics movement, then apply springs between the particles, and then render a mesh to where those particles are

    http://www.fileshack.us/get_file.php?id ... quares.zip

    And thanks everyone for the examples so far! I'll see what I can do. Bone movement....hmmmm....

  • Its sprite only for now, and the maths is done by the CPU and it works out the vertices and sends them to the GPU.

  • hehe yeah i played that game thats what inspired me to add this feature!

    There will still be actions to set the points individually, i just wanna add some premade effects so people can be like 'hmm...i wanna make it wave a little...but how!? oh theres an action...cool!'

  • And heres an exe of the above but with a mesh instead of just points

  • This is a kind of flappy flag like effect

  • <img src="http://img222.imageshack.us/img222/9846/vertexbi5.png">

    I am currently working on a feature of sprite which allows it to render using multiple quads which can be deformed. I noticed it was a feature in the HGE engine, demonstrated by this tutorial http://hge.relishgames.com/files/hge_tut05.zip.

    At the moment you can individually move the vertex and change their colour and uv co-ordinates. However, it means you have to use 2 for loops and write long expressions.

    Construct is all about speed and ease of development, so I'm asking you guys if theres any kind of distortion you would like me to make built in. Attached is a template, just modify the second event and upload the example on the forum.

  • The gaps are because the images are 30x30 instead of 32x32..and the graphics card makes them 32x32 and leaves a transparent region which are noticable with linear interpolation.

    I surpose a good idea would be to add pixels to the bottom and the right of the image so the image, while being 30x30...would actually load at 31x31 but render as 30x30..that would fix the glitches.

    Now to work out how to do that

  • Actually faggotron was correct in his answer.

    Heres a diagram explaining:

    <img src="http://img507.imageshack.us/img507/6259/itworksca1.png">

    So the maths would be something like:

    Set value of myangle to abs( angle(Bx,By,Ax,Ay)-angle(Bx,By,Cx,Cy) )

    If myangle > 180

    ----- myangle = 360 - angle

    Or if you want to do it in 1 event with 2 actions:

    myangle = abs( angle(Bx,By,Ax,Ay)-angle(Bx,By,Cx,Cy) )

    myangle = myangle > 180 ? 360 - angle, angle

  • Its not just hi res graphics..just any graphics which are antialiased, but you are right about pixel art...it gets ruined if its blured.

    Whats this gaps between tiles thing?