David's Forum Posts

  • Na I'm not Kisguri, insert the flame object into mmf and check who's name appears

    It was released by Kisguri / Gamesare to promote the new website redesign or something... I made the plugin and he made the install, examples, tutorials etc. I guess if it wasn't for him, the flame object probably would never have got released coz I'm lazy

    Mind you I think everyone thinks he (Kisguri) made it...but that doesn't matter...we wouldn't want people thinking an extension was made by someone funded by the mafia

  • Well the plugin is pretty much ready so I'll include it in the next release.

    Unlike my flame object, this allows for multiple colours (as opposed to having a greyscale image that maps against a drawn gradient). So this example demonstrates what happens if you draw some coloured circles and paste them into the flame.

    <img src="http://img529.imageshack.us/img529/6538/finalxx7.png">

    btw do u think 'visualizer' is a good name for this plugin?

    oh and sorry about spamming everyone with these examples

  • <img src="http://img361.imageshack.us/img361/6779/pentagrampicuv4.png">

    I got it supporting pasting of sprites (another hopefully other objects) into itself. Please check that it still works on your computer

  • Lizards arn't the only dumb species...I met a really dumb human today!

    I was driving along and had to stop at the traffic lights, and I noticed a guy was starting to cross the road (he was on his mobile phone). He looked left and looked right and then started to cross the road in a straight line. At this point I had stopped my car coz I had reached the light...and I noticed he started heading towards my car.... I expected him to turn to either go in front of my car or behind my car (since I was stationary) and guess what he did...he walked into my car! bumped into it! nearly fell over too. And then he was like 'sorry mate' and walked around it. It was like something the AI in crysis would do!

  • I made another effect...this is what happens if you scale and rotate the cold map

    <img src="http://img244.imageshack.us/img244/5955/toxicah5.png">

    Now I just gotta plan out how this plugin should work.

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  • It will be similar to my flame object for mmf, except the cool map can be scaled and rotated as well (the spiral was done with a rotating cool map).

    Also, when you render an object into it, it will use the pixel shaders on that object, so if you give the object a 'magnify' effect you might be able to make some abstract liquid flame effects...and coz it all works with render targets it gets full hardware acceleration

  • The torque bug was simply a case of me forgetting to add it However the force one left me baffelled...until just now!

    When I feed the mass into newton, it means the mass for the whole object...but box2d's mass is a density per unit...and I was feeding it mass * width * height...and that leads to all types of problems!

    Damn...perhaps if it wasn't for this thread i'd not have realised this!

    Edit: Okay the new changes I've made make it run like it did before

  • Hey guys, just a little experiment for a new plugin i started making..... try the attached exe's. The simulation takes about a second or 2 to kinda warm up but you should see something like the pictures below

    <img src="http://img175.imageshack.us/img175/3231/effecthz0.png">

    Also, I'm interested to know if it runs smoothly or not....and how it runs on lower end computer....oh and its 100% pixel shader free!

  • The next build of construct will have custom collisions for the physics movement...currently at the moment there is a button you press and it lets you click points around your sprite in the layout editor.... though its currently limited to one polygon...but eventually you will be able to combine multiple polygons and circles (as the physics simulation handles the circle as a perfect circle and thus produces more accurate results)

    As for some mention of liquid...yes it is possible to do in construct. The next build will hopefully have more settings so you can change the elasticity and friction of each body. Liquid is best simulated with small 9x9 balls with no contact friction (causing each ball to slide over the other)...though a bit of elasticity can really contribute to a splashing water effect...it will be fun to see whats possible anyways

  • The flame object works with an array of 'heat' values which, each frame, have an algorithm acted upon them such that the heat is transfered and distributed ...and those heat values get mapped against an image (usually a gradient) creating the flame effect.... man its been a while hehe

  • I plan to make changes to the particle object so it supports stuff like particles which grow and rotate...of course the reason its so fast is it uses 1 vertex per particle...so if u use particles which grow and rotate then it will be like 1/4th the speed (you need 4 vertex for that)...but usually if you use particles that have texture and grow and stuff ur probably not likely to have 10,000 particles drawing on the screen at once...and if you did chances are it will slow down before the number of vertex become a problem.

    As for collisions, adding a point collision option does sound like a good idea.... probably the best way to do it is to move along the x, test for collision...move along the y...test for collision...and from that determine if it should bounce left, right, up, down...and maybe some options like 'bounce' and 'bounce once' and 'stop'... anyway i'll see how I go...

    Its kinda tricky to work out where the cut off point should be for particle features. Its better for you to use a sprite for shrapnel and stuff because u can manually control the tinting, size, movement, and handle collisions and stuff yourself. Whereas if you say wanted to have a black hole which sucked up particles then thats not possible at the moment with the particle object.

    But at the same time...being able to easily add particle effects and tweak them at your leasure in the properties bar does produce better quality games ... and its quite likely you'll end up using the particle object to add particle effects in situations where you normally wouldn't have bothered coz it would take too much effort..... which results in better games that are more fun for me to play

  • Yeah thats what I like about Construct...u can achieve awesome stuff with little to no eventing

  • I'm not sure what you mean... however I am very short of sleep after a late night out and still feelin seedy

    Do you mean if you write the expression

    MyFamily('foo') + 1

    Then 'foo' gets added to MyFamily ? I know it works for object types but possibly not families...

    and/or did you mean if you add a sprite to a family, then any variables that were in the family and are not in the object type should be added automatically?

  • Erase requires at least 2 layers because its cutting out the image from the layer above so it can reveal what is behind it. Otherwise erase might produce a black colour...or possibly the background colour of the frame. As for the lens and magnify thing I have nothing to say.

  • btw Ashley a suggestion...instead of using global variables use private variables, because if u make a second turret it aims in the wrong direction. Although you could use the foreach condition loop...but private variables would be more efficient.