deadeye's Forum Posts

  • Okay, so I'm finally getting around to experimenting with Lights and shadowcasters, but I've run into a problem:

    <img src="http://i37.tinypic.com/2d8gg83.png">

    The shadows are rendering on top of my shadowcasting objects.

    Also, when I set the top layer (the one with the light) to Mask effect, it messes up everything:

    <img src="http://i36.tinypic.com/2jd4cix.png">

    It looks fine in the IDE though, it only messes up at runtime.

    Is this a known issue, or should I submit this to the bugtracker? Or am I just doing something wrong?

    Here's the .cap: http://www.fileshack.us/get_file.php?id ... owmask.cap

    (Edit: This was made in 96.4... the new verison came out while I was messing around with this stuff )

  • those squidgy blocks especially, they rule so much! And look kinda disgusting.

    scirra.com: meat squares in motion

  • Hey! I got this idea from that Aquaria trailer and Arimas post about bones! I used a bezier as a "spine" for the mesh. I think that this effect is very useful for, trees waving in wind, tentacles, springs and such. What do you think?

    That's way cool

    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

    Whoa

    This thread is amazing. You just invented the blob I was trying to make a while ago, except square. And meaty. Will you share the source for this when the mesh object is released?

    Edit:

    I meant to post about this before, but now is as good a time as any I guess. When dragging the window, the physics breaks. It's like it's adding force to all objects or something. When I do it on the meat cubes, they collapse and fold all over themselves.

  • is it possible replace a certain color in a sprite?

    such as..

    Change "object 1" RGB(17,178,122) to RGB(100,23,50)

    Nope, not currently. It's been suggested several times, as well.

    Currently the only methods of changing color in a sprite are the color filters (which affect the whole sprite) or to re-color them by hand and import them separately.

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  • would a "get position of collision" be possible, ie you imagine sprites A and B are both huge

    on collision between A and B -> create EXPLOSION at (collisionx, collisiony), at the moment I don't know how to do this and make it not look stupid (if A and B are huge, and if they're irregular (ie not a circle) I can't do it well at all)

    You could possibly do it by setting up a series of image points around the edges of your sprites, then do a loop (# of image points times) that checks if a point has collided with an object, where the point is the x and y of the image point as defined by the loop index. To save from running the loop constantly, have it triggered by a regular sprite-on-sprite collision.

    The more image points you make the more accurate it would be. Obviously it would be kind of a pain to set it up, but theoretically it's doable.

  • If you want it starting off facing the player then make a "Set angle" action immediately following the create action. Like so:

    + Condition

    • System: Create object pointySprite at x, y
    • pointySprite: Set angle towards player

    Otherwise, I'm not sure exactly what you mean. If you could explain more concisely that would help. What do you mean by "without the same concept?"

  • 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!'

    Ah, good then. I'm not good enough at math to make any decent looking ones on my own. If there were settings to fiddle with, then I'd be able to come up with something neat looking through trial and error.

  • Whats this gaps between tiles thing?

    http://www.scirra.com/phpBB3/viewtopic.php?f=4&t=732

    The one discussed here.

    Maligna is also experiencing this problem with his game:

    Basically, if background graphics are laid out in tiles (like most retro games are) then they separate by a pixel when the screen scrolls. But it's not a constant separation, they kinda jitter a little. Apparently not everyone experiences this graphical glitch, though.

    I don't know, I seem to recall Ashley saying... something about it. It was a long time ago, I can't remember now.

  • Ramesh, I believe something like this is the solution you're looking for:

  • Very educational. Excellent example, linkman

  • It's a good example of why you should use Linear for high-res graphics.

    On the other hand, everyone should keep in mind that for low-res pixel art Point sampling is often the best bet. Linear does make for smoother scrolling, but it will also slightly blur your pixel art. If that's the look you're going for, then fine, but to keep your pixel art crisp, Point is the way to go.

    Not to mention that at low resolutions, you won't notice the strange jumpiness when scrolling because everything is blocky anyway.

    You know what... I just thought of something. The problem with separation between tiles in scrolling games that some people have... it may be due to the fact that the movement behaviors are operating on a sub-pixel level, but the Point rendering is operating on a whole pixel level. Could that be the problem?

  • By the way what is the tickcount for im not 100% sure even though i used it.

    This is why I am a firm believer in commenting everything in your program.

  • > Anyway, I decided to check out a speedrun of the game, and holy mother of god. I had no idea you could break the game so badly. In the speedrun I watched the dude does all of Ravenholm in under one minute and ten seconds. WTF.

    >

    > Check it out here: Direct link to the Ravenholm part (Google video)

    >

    > He also does all of Highway 17 without the car

    > here's definitely some cheating going off there, he sprints the entire game without losing stamina, and also does some unexplainable things without exploiting bugs. Something fishy there.

    He's not sprinting, the power meter doesn't show up in the corner. From what I understand, he builds up momentum (or creates it by glitching off of an object) and hops repeatedly. The hopping preserves the momemtum because he's not on the ground long enough for friction to slow him down.

    As for the flying trick, they're using a macro to jump off of held objects repeatedly.

    Anyways, yeah... it's an official Speed Demos Archive entry, and they don't allow cheating there. If they were doing something they didn't say they wouldn't have the top spot on the site, it would be disqualified.

    http://speeddemosarchive.com/HalfLife2.html

    They also explain a lot of the tricks they do on that page.

  • Check "Destroy on startup" in the Attributes section of the object's properties.

    Then when you need to create it during run-time, use the System action "Create object."

    Edit:

    Oh, you mean you don't want them cluttering up the layout itself while you're working in the IDE? I dunno. You'll just have to stick them somewhere. You could always just use the Hide feature if they're in your way or whatever.

    Edit 2:

    The "Hide Selected" option appears not to be working (it's grayed out). But the "Hide Unselected" and "Unhide All" are working ok.

  • Do the asteroid need to always be in the same place? I'm guessing no because asteroids generally move. Anyway, you could have your asteroids spawn just off-screen in the direction that the player is moving.

    Then give them a count-down timer to destroy themselves after they've been offscreen a while. That way it won't look funny if the player turns around and goes the other way because the asteroids they just passed by will still be there. You probably wouldn't need to keep them around for more than a few seconds.