greenleafvt's Forum Posts

  • Sorry to turn this into a discussion vs an answer type tread. I also am not a lawyer lol.

    I agree with igortyhon I use AI every day to help with jewelry design. Very helpful but the end product is always edited digitally and even more so in the fabrication phase that I feel no bond to copyright.

    I think its going to get real interesting with AI when you consider parody or fair use. Most people think that you should have the artistic freedom to mock some source intellectual property. In a way it seems like freedom of speech (USA). However its always better to ask. 100% if it is for profit. Companies owning the "AI" will be unapproachable in this respect I fear vs being able to talk to a person.

    Example:

    "Space Balls" George Lucas gave the ok but with terms for no merch etc.

    I think use AI as a tool in the creative process but make it your own in the end.

  • Hmmm, yeah that is a good idea. I'll give it a shot.

  • So I have a layout with many global layers representing different pages of a menu. This works fine but just turning layers on and off is kind of dull. I though it would be cool to add a little movement when layers are activated. Like have the layer sweep in 20 pixels. I didn't see an easy way to do this except putting everything into a family and trying to do this for each layer... Problem is many things are shared between the menu layers. The close button for example. Is their an easier wat to do this? Like I wish I could lerp(layer1.x,20,20) or apply a tween to a whole layer.

    Any ideas would be great.

  • Ha! Ok thanks. It makes sense that you could pick the X & Y of two different points (0) & (1) etc.

  • So I have been using distance(object1.x,object1.y,obect2.x,object2.y) but is their a way to use image points?

    Example if I made image points

    1 2

    0

    4 3

    Or do I have to add in math to each distance(object1.x-25,object1.y-25,object2.x,object2.y) to use image point 1

    Tagged:

  • Thanks,

    Got your idea working. With all 8 directions in an isometric layout, The system "Is within angle" worked for me. Trying to make it work with families now as Its going to be a pain to do all N,NE,E SE,S etc. for 20 or more object sprites.

  • So I am puzzled on how to make a sprite flee from the player... I used the distance expression and that works as a trigger. However I want the responding object to move away from the object (player in this case). To complicate things I'm using a isometric grid movement system. So Move-to is used for most objects, Even TOP-DOWN. How can I tell the sprite to move on the grid away from the player?

  • So I was following this good guide on doing making reflections:

    youtube.com/watch

    I was trying to get it to work with families though vs making a copy of all the object sprites & just making it easy to chose what was going to get reflections in water etc. Copying the effects on the spites is the is goal.

    I guess the hardest thing it so get the image point at the bottom of all the family objects. Flipping and reflecting them.

    I mostly wat to mirror any effects that are happing in the main objects & keep its simple vs doing tons of duplication.

    Any ideas?

  • Great to know. Wish I could have said it in so few words!

  • Sorry haven't tested this yet but maybe some one can point me in the right direction before I try. What I'm wondering is if behaviors & effects on sprites have an off screen effect on CPU, GPU & Memory? Example if I made a huge game map of a forest & all the trees had a tween behavior to rock back and fourth. Then all the tree leave sprites have a water effect and are pinned to the trees etc.

    Is it worth making a "is on viewport" or "is overlapping" - a screen sprite to enable/disable the behaviors & effect animations? Would this even improve performance? In short is everything off screen working all the time? If I have 200+ sprite trees on a layout doing the described behaviors & effects is it just going to kill FPS if their are only lets say 20ish sprites on screen at a time?

  • I think this is why their is a scroll to X & scroll to Y vs Scroll to object. Scroll to player.X then maybe use a lerp from viewport.X ? Haven't tried it yet.

  • Heroes4hire

    Here is a striped down C3P (Sorry its a bit messy) Bloated but it works...

    1drv.ms/u/s!AjhAqDbxsedphq9QupnIpf9uwAgiVw

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  • Thanks all for the interesting ideas. I'll keep eating away at it. Every time I think I have it right I'm able to break the turn count in some way. If I create a 2px transparent sprite on each tile-map it works great (on overlap) however that's lots of sprites. Only reason I tried that is its an isometric layout not a square checkerboard layout.

  • I have a tile map that is the movement grid and I would like every tile to count as a turn. Also every action lets say a attack count as a turn. I have a global value of "game_turn" and the movement is done with a tween action. You can move multi tile map squares at once but I want each one to count as a "turn." on end of tween works a little but not for multi tile map tiles.... Any ideas? I haven't even addressed the attack or other actions as turns yet. Can someone point me in the right direction to solve this? Thanks.