GeorgeZaharia's Forum Posts

  • "MARIO" CRTTTTT, best CRT there is he he he! All Hail Master Gigatron!

  • im not sure what is the exact problem? do u have a capx that represents the issue?

  • nice artwork Kenney you never stop to amaze me

  • I have 50 instances and I need to get some instances and change the frame of them one by one. I am trying to do this using the UID number but it is not working.

    My pseudo-code:

    Repeat numTimes
    > Pick all Sprite
    > For each Sprite order by Sprite.UID ascending
    > Sprite AnimationFrame > 0 : Sprite Set AnimationFrame = Sprite.AnimationFrame+1[/code:32k9refy]
    

    try using IID - its the numeration of objects that are part of same type. while uid - is numeration of objects all placed in screen (if you have other objects placed your objects you pick wold not have a incremental order like from 1,2,3,4,5,6,7,8,9 but more like sprite uid 1,2,6,12,13,14, etc)

  • 1- Create a mesh instance for the worm

    2- Apply a skeleton behavior to the mesh

    3- Create animation range

    4- Play it

    1- Create a mesh instance for the worm - newmesh object place it to screen layout.

    2- Apply a skeleton behavior to the mesh - this goes to newmesh palced to screen layout

    3- Create animation range - this is why i asked for cloned live.... anyway just use the system condition "For " in the name of loop type your animation example

    for "swirl"
       from index 0 
    
       to index 20              
    
    [/code:zzwrqa5z]
    
    4- Play it   - action - newmesh play animation
  • if you put the time in and you have time to stay and develop it at that quality level yes, but its not going to magically make it by itself.

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  • search for paster plugin, and multiple screen examples with it.

  • chrisbrobs hei, awesome effect, really gives the extra miles to the gameplay, however, im having a bit of a issue with my exported games, while in preview all character have the shadow perfect, i mean all of them in localhost look so good, when i export to html5 the effect is messed up, its like sometimes works but sometimes doesn't and the weird part is that works good on exported for 1 actor animation, but the rest animation the actor has it doesnt, also buildings goes bad, main char same. is it because are to many characters or some html5 exporting issues? il try exporting to nodejs and see if in there happens.

    here is the html5 version effect going nuts on me ... notice the women in yellow her shadow is perfect, i checked the collisions/imagepoints/ image size gaps everything is perfect, however is going bad.

    and this is the dropshad color same problem

    and here is the localhost preview this is a recorded screen of the localhost where everything acts normal.

    Edited: i seen newt said works fine for layers , im testing and see if wold work for entire actors.

    and i got this result... while its good and awesome, i liked more the shadow for individual sprites. and not the layer one... from this version

    P.S the bottom villagers shadow is just a sprite spawned when they are created and i pined it to them. CRT effect is just a overlayed image the CRT effects on Forum are to heavy to be used even in a PC game

  • good effect, however as the other crt filter effect this is effect is really heavy on R239 not sure why... i apply the effect on layout directly seems to make the most sense. but its to hard loading even in preview, i only tested it in Chrome/firefox/mobile android.

  • what do i do here, I understand everything that your saying but i dont get how to set it up in the panel.

    it looks like water waves and not really the pulse effect i was thinking it would be like. Im sure im doing something wrong in there.

    yea i was thinking that riple effect could give more bulge to shockwave but i guess depends on how assets are made... here is a simple glass examplecomes close to what you where looking for, for sure there is a better effect that creates that shockwave better or maybe is going to give better results on a better image? dont know.. didnt tested yet

  • I will play around with it as well, What im not quite understanding is do i need to spawn a sprite with the effect on it , wait so many secs for the effect to run its course then destroy that sprite? Thanks again for the reply i never sleep and im glad to see some active people on here at this time! its 4am for me more coffee! lol

    you apply the effect to a sprite object and animation if required, then delete it at start of layout, right? as you wold normal do with any sprites. then when click is pressed create same sprite at mouse x y position and give the new created object effect parameter 1 2 3 and scale it up or play animation frames depends on your approach.

    P.S its 12 am here almost, but i barely sleep also, been wake for about 17 hrs and im still going

  • no i have not but i will try it. Ive seen the effect used in alot of games over the years but i really never knew how it worked or how to make it happen.

    thanks for the reply!

    i was actually trying to replicate the effect using pulse effect and glass effect, pulse effect is what makes the circular effect like you shown, however it might be you'l need a animation or scale a sprite with the effects on it, however the effect itself might cause high resources. il try and see if i manage to make it work like that, also i know the effect can be done i seen it applied to a robot explosion animation in a old gameboy like game was looking cool.

  • I really would like to know if we are able to do this with C2. I looked in the forums and google and didnt see much about it.

    Edit: I actually just seen a video and seen this type of effect in the game Airscape if im correct. If it is possible to do this how can I?

    Is this a out of the box feature or do i need to do something special with sprites?

    have you tried warp effect?

  • > This seems extremely complicated. Can you explain what you want? I get the general idea, but specifically, how should this work?

    >

    When you get in his line of sight, He fades away, gets right behind you and fades back in and attacks. After that he fades back out, goes back to where he started, then fades back in. The only problem is that once the whole cycle starts again, he stays invisible after he fades out.

    i didnt opened your capx, but here is my own version of unexpected behavior AI

    the AI is by default patrolling, then the last move=4 is what is triggering the unexpected fade out/in and action (whenever the player enters the enemy distance of patrolling by 100 pixels then AI spots him and unexpectedly stabs him in the back.

    then if your player wold have something like a bullet shot at it, you wold compare if enemy.move<4 or not equal with 4 then trigger your usual life lose on enemy, else miss.

    however the code is getting stuck not sure why, ATM but as a example should do the trick so you can understand how you can use proximity and visual effect with opacity.

  • I didn't make those examples or plugins. Rexrainbow did.

    yes sorry i mistaken the masters sorry senpai

    I'll check out the videos you suggested, GameCorp, and see if those give me a proper direction for what I'm trying to do.

    Although, in my initial search, I did find several potentially good options in the tutorials section: https://www.scirra.com/tutorials/search?q=AI

    THIS one stood out to me: https://www.scirra.com/tutorials/1051/b ... cing-games

    I'm still just starting to go through them, so I don't know which, if any, would suit our needs for a racing game as we picture, but maybe that'll help.

    the videos i suggested are to give you a guide of how "GOOD really smart AI " are done, the stupid kinda or pattern build in code types are simple to make, you just create a smarter pathfinding, however as i said above, to truly make a AI that "tries to beat you", you'l probably need a neural network with past gameplay, or AI that uses genetic generation.

    il check the tutorials you shared im really intrigued now by AI in games, thanks for the links also .... i might get stuck in the AI world now...