linkman2004's Forum Posts

  • > 27, and going bald.

    >

    > Yes! I've been avoiding this thread like the plague because I figured at 25 I'd be an old man.

    >

    Whippersnappers! You're both still wet behind the ears. Here's a penny, go buy yourself some candy.

    I think out of everyone here the only person older than me is Maxum.

    I think Newt is 40 something, actually.

    EDIT: Okay, 38, but he's still older than you.

  • The zooming would definitely cause problems, but I think it would work fine otherwise. Also, I checked with my own example and motion blur actually isn't affected by the jump back to the other side of the screen. Physics would probably be fine as well.

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  • I've actually thought it would cool if the tiled background could do something like this. Not necessarily stretching anything, but allowing you to choose different tiles for the edges, corners, middle, etc.

  • I wouldn't really suggest quazi's way of doing bezier curves. His code is incredibly complex and hard to understand(he forewent the use of the Qarp expression). Here's a simple example of bezier curves: Bezier Curves.

    Ultimately, I think quazi was using cubic interpolation which is why all the fancy code, but that's going to be in the next build of Construct.

  • Is there any way you can get light to reflect off a surface?

    There might be some really complex way you could fake it, but it's not actually supported.

  • Nice effect, it looks alot like the bee fur in Mario Galaxy.

  • I think the easiest way would be to enable unbounded scrolling to allow the camera to scroll outside the layout, then add a copy of a little bit of the part of the track that you're looping back to outside the layout in the appropriate position. Here's what I mean in a CAP: Infinite scrolling

    I hope that helps, and I hope it's fairly easy to understand.

  • I ran some tests and it runs faster with individual sprites. In fact, just having the canvas present seems to slow it down. Of course, they were both running at over 1000 fps, but you might encounter slower speeds at larger sizes(only tested it with 640x480).

  • It's been brought up before, and it's probably not going to happen for a while.

  • That's some really impressive art. I assume it's 3D modeled?

    Anyways, I'd really like to join this project, but I'm not sure I've got the time. I might be able to help out with some smaller things though(mainly coding).

  • You could sandwich the light object between two shadow-casting rectangles like this:

    <img src="http://willhostforfood.com/users/linkman2004/lightcone.png">

    And, of course, if you just want one cone you can always cap off one end with another rectangle.

  • Glad I could help.

  • The ELSE is actually supposed to be the event just below the other event, not a subevent of that event. ELSE statements are always the event after the event that's using it. Sorry for the confusion there.

  • I added a bit where it checks if W, A, S, or D is held down and then changes the animation and it worked fine. Here's what I did:

    1.

    +Key W is Down

    +OR

    +Key A is Down

    +OR

    +Key S is Down

    +OR

    +Key D is Down

    -Player Set Animation to "Walking"

    2.

    +ELSE

    -Player Set Animation to "Standing"

  • inverse kinematics are a must for bones and rigging!!!

    i don't know if this is possible yet but if it is, i have yet to find out how to accomplish it and if it isn't, there should be a way to have animations like a breathing chest for example in addition to bone movement unless there already is a way to mix regular animations with the bone movement behavious ...

    To get a heaving chest you could have the bone movement on a colored square, then attach all of the pieces separately. That would allow you to move the bottom up and down.