David's Forum Posts

  • Awesome...enemy AI that hardly ever misses! Now enemy AI wont just kick my arse...it will completely own me!

  • Hmm I think its due to the strength of gravity...physics simulations dont seem to like objects to fall at realistic speeds. Later I'll try this example in newton and see if it's stable.

  • 'Does it pick the highest/lowest of the expression entered or something like that? '

    That's an interesting idea. You can do that by setting a private variable and picking the highest...but do you think a 'pick highest evaluation' and 'pick lowest evaluation' would be worth programming? Should we add it to the todo list?

  • hehe I like how you've used the ribbon bar like a shine to go across the banner

  • I updated your link on your first post

    And HOLY SHEET THAT IS AMAZING! Took me a few gos to work out how to get to the end of the game....kept getting destroyed by that missile..took me ages to work out the bomb could take out the missile lol! It's a shame the game is so short but at the same time I'm glad its a game i actually managed to get to the end I

    btw...how did u think up all that crazy stuff?!

    Um I noticed a couple of bugs though...like the animation getting stuck...and at some point I jumped up and disappeared...

    And the runtime seems to occasionally crash too...would it be possible for you to email me the cap file...those runtime crashes shouldn't happen.

    And last...any tips on how you do your artwork?

  • cool....I had a go at making one too

    <img src="http://img523.imageshack.us/img523/8167/constructuserbarne9.png">

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  • Box2d has come a long way since it just supported boxes. Originally we were going to use chipmunk but then we discovered it doesn't handle elasticity all that well (elastic stacks dont rest).... Box2d seems to support everything chipmunk does as well as supporting sleeping bodies and seems to handle everything okay...plus it has support for sweep collisions, more joint types... and stuff! ... it just seems fancier.

    Anyway it supports convex polygons and compound shapes (where u make a physics body out of multiple shapes)...so yeah it will support custom collision eventually

    Interesting that the fps dont jump back up when all the objects are resting... maybe sleeping hasn't been activated... hmm!

  • <img src="http://img180.imageshack.us/img180/2112/physicsxh4.png">

    This should be a fairly decent demonstration of the processing power of the new Box2d physics now replacing the Newton physics. In Newton I get 40fps, in Box2d I get 400 fps.

    We've tried to make the cross over from Newton to Box2d unrecognisable..It's simply a case of open your old cap that has physics in it and oh cool its 10 times faster! Forces and everything get scaled so your games shoudn't behave too much differently from before...though keep in mind it is a different physics engine...anyway we'll see how it goes

    Once any 'cross over' bugs have been fixed we'll impliment more of Box2d's features...and before long we'll have ragdolls being hung from springs which break if under too much tension etc etc etc.

  • <img src="http://img377.imageshack.us/img377/5241/triggersj0.png">

    The reason this isn't working with multiple instances of the sprite is the 'trigger once' condition means the event only runs once while the conditions above it are true. Whereas in fact what you want to happen is the event to only trigger once per instance.

    The set animation action has been changed now so you can use it in an always condition. If the animation is made to play which is already playing, nothing happens.

  • Awesome example! I will have to look into this unconventional way of achieving bumpmapping further. I really love that platformer/shooter example as well. The animating legs are classic! However, one suggestion, rearrange the actions on the second event so that body gets positioned first, otherwise the gun lags a frame behind (unless thats the desired effect of course). Hope you turn that into a full game

  • Bottom layer has lights which float around randomly (by making them rotate towards a random position it stops them moving out the screen but makes them move in a completely unpredicatable direction hehe )...the next layer has its own texture to render onto, and it renders 2 black patterns (which are tiled backgrounds moving in a sinular way) and renders a couple of circles which erase from the patterns (to create the glow around the ninja) and thats pretty much it...

  • Woah that is f****** amazing! Great job!

  • I captured a couple of frames and made an animating gif to give u an idea...but doesn't really demonstrate it all that well

    <img src="http://img410.imageshack.us/img410/7176/shinyrockhn2.gif">

  • Already does

    Sprite[Platform].VectorX

    Sprite[Platform].VectorY

    When you double click an object in the object panel in the param editor, make sure u click the 'platform movement' tab and it should be there Then click 'Get X component of motion' or 'Get Y component of motion'.

  • Heh...nice little effect I achieved using a method similar to Ashleys rain demo, but magnifying the clouds on the bottom layer....I actually did this without using a single event!

    Bottom Layer:

    Has clouds on it, and a sprite that magnifies the clouds for the reflection it has on the rock

    The grass layer (needs to use its own texture)

    Has grass on it, a sprite that shows the shadow of the rock, and a sprite that masks out the grass to reveal the rock

    The top most layer

    This just has a sprite on it which colours the rock, allowing the reflection to also be tinted the colour of the sprite.

    And thats it. If you applied that technique in a full game you could easily have lakes and shiny objects or really any kind of reflection effect. Sadly the grapics I used in this don't really demonstrate the effect all that well heh But meh!

    Oh btw use the mouse to move the rock, and the arrow keys to scroll the background.

    Happy constructing

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    Require Pixel Shader 1.4 - if you cant run it go to application properties and tick 'run without pixel shader'....it still works just doesn't look as good

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