David's Forum Posts

  • Simple method of rendering a reflection by drawing everything onto a canvas then flipping the canvas.

    I used a separate layer so I could erase the top part of the reflection in such a way that objects under the water can be seen if they are close to the surface, also added some 'tinting' gradients to make the reflection cool, and gave the reflection itself a 'soften' effect.

  • An idea i had for rendering portals. Any object that is in one portal will appear in the other portal...however a 'wavy' effect will determine which object is inside which portal. You cant actually send an object into a portal but that wouldn't be hard to do i've seen people do it

  • The reason each object is separate is so in the future it would be possible to give each 'limb' a physics property and have ragdoll physics when your character dies. Also, you could detect collisions from each individual limb (so enemies shot in the head die instantly etc). Having separate objects also potentially means you could give your leg limb multiple animations for different armours and then make your character upgradable etc.

  • Objects dont actually disappear until the next frame, so you could for example do this:

    player.destroy

    create explosion at player.x, player.y

    and it would work fine.

  • Of course. Its pretty simple to impliment and looks sexy

  • Ashley - Unless I've done something wrong with the compile settings, I think it was originally compiled in VC6. But it no longer compiles in VC6 due to the new renderer includes so it required VS2005 to compile...and possible because of static libraries it made the file size bigger...thats my theory anyway

  • Give the bushes sin movement ^^

    Also, if you used bone movement (and therefore its easy to change) I'd suggest changing the jumping and falling stance a little bit so the right leg doesn't stay as straight or something.

    Otherwise this is looking very professional

  • Okay just now I added opacity to the sin behaviour, attached are the files and an example. Just uploading here now to make sure it all works

  • hehe cool, I made the Custom Movement Behaviour and its great to see it works so accurately! The ball movement was written a year ago and seeing as the code in CMB appears to work better for bouncing we'll probably end up incorporating the new code into the Ball Movement so it bounces as expected.

    I'd recommend using the CMB over the bouncing ball because it has more functionality and I plan to add more actions to do easy stuff like gravitationally pull an object towards another object or position etc.

    If you tick the 'rotate object' option, you can use Sprite.Angle to get the angle of motion. Otherwise, you will need to do something like this:

    angle(0,0,Sprite[Ball].VectorX, Sprite[Ball].VectorY)

    to get the angle out of the x and y components, which is rather ugly

    As for teaching your students, maybe it can be a valuable lession not to judge something by its name. Just coz a program is called 'FPS Creator' doesn't mean its the best program to use if you want to make a 3d first person shooter. Although I agree a bouncing ball should bounce at least as well as the custom movement behaviour.

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    If you mean having a separate image for a collision mask as for the visual display, these 2 videos show a way of having a separate collision mask for an image. I've been too busy to impliment it properly in and easy and logical way for the picture editor...but at least it can be done

  • woops didn't realise it was a MMF game until I was watching one of the crates rotate around really really slowly and it was jumping all over the place and i was like...wait a sec...thats really glitchy...ah its a mmf2 game! I thought the creator had written their own physics engine but I think MMF2 has an extension which uses box2d as well so yeah

  • I played a cool indie game earlier today called Fallover

    http://www.indiegames.com/blog/2009/08/ ... er_ar.html

    So I had a go at doing something similar in Construct

    By removing all friction and elasticity, it pretty much gives you freedom with the physics object, so acceleration and deceleration are done with changes to velocity rather than forces (so I could make it more arcade like a normal platform game) I added friction to the spinning block because otherwise you slide right off it and it just seems weird.

    I wanna work on this more...I think it would be quite cool to play with a 360 controller when using the left stick makes you go left and right, but the right stick controls how you rotate...so I can imagine you jumping over an obstacle, hitting your legs, and then spinning yourself so you land back on your feet again otherwise you face plant heh

    Anyway heres a quick attempt I had at it...sorry it's not 1 event

    http://files.getdropbox.com/u/939828/fallover.cap

    Press A to get back up again when u fall over

  • Python doesn't have ++ for some reason, you have to use += 1

  • The tiles could be any size or shape, I think it would be cool if there were other shapes like L and 7 etc and u could see them connect up as they 'land'

  • Okay this ones more impressive:

    http://files.getdropbox.com/u/939828/forming3.cap

    I made the time value be related to a players distance to the object...so it makes the level kinda form around you as you approach...I think it's pretty cool

    <img src="http://files.getdropbox.com/u/939828/formation.PNG">