madster's Forum Posts

  • I saw it yesterday and yes it's awesome. And there's waaaay more than "flashy visuals". I believe Cameron has another hit in his hands (you forgot to name Titanic... while not sci-fi, it was a big big hit).

    They use a special camera with a realtime processor of the 3D models that overlay onto the actor in REALTIME

    Holy crap! That explains how they moved so naturally!

    Also, I was very glad to see the actress that portrays Grace I didn't read or watch anything about the movie before seeing it, and I'm glad I did that.

    The game, though, I heard was pretty repetitive and glitchy

  • I tend to write stuff in notepad in multiline and when I'm done, I remove spacing and copy to construct.

    What do you mean with stacking? HP48 had "stack" (RPN) and most people were baffled by it. It was awesome for doing big calculations without using parenthesis but that wouldn't even apply here.

  • Do not feed the troll..... this is quickly going nowhere.

    Was the original Mouse Leading question answered?

  • If the number of objects approaches the number of pixels in the screen, you would be better off with plasma.

    Particles: probably not a good idea for trails, specially for objects so small

    Sprites: good if there's much less objects than pixels in the screen, you'd have to do some math to get the trail looking right. Do the objects turn? if so, you'll have to segment your sprites and each segment needs more math. When comparing pixels vs objects, double the number of objects for each segment on your trail, if it's still less than pixels go with sprites.

    Bonus: Lines!

    If your objects are 1x1 px, consider using the Line object instead of sprites for the trail. Less vertex data, less computations, faster and simpler to understand. The segment thing goes for lines too, though.

  • sorry, had to demo my thesis to the grading commision :O

    So!

    You select "import" and pick the image with your spritesheet. You'll get a dialog with options to split the image.

    The spritesheet must contain no extra edges or frames, as Construct will assume anything in there is part of the sheet. You can set the size of the sprites in the Tileset section of the dialog. You can also set the hotspot (which will act as the center of each frame) to a corner, edge or center.

    Checking Keep Image will preserve the original, have it checked until you're satisfied with the result. When you hit Cut into tiles, the spritesheet will get cut and each individual sprite will be added to the list. You can then add or remove from that list, when you accept the dialog the list will become the animation.

    Every animation is either looped or not. You can have several named animations in each sprite, and you can assign angles to them, so they'll be picked automatically when the angle matches.

    I hope that helps =)

  • whoa ex-disney :O

    To break up a sprite sheet, you create a sprite, select it and then go to the animator tab on the bottom right, there you should see a single frame for your sprite.

    Since you must always have at least one frame, we'll add first and remove the extra frame at the end.

    Right click and select "import"...

  • I once extracted the logo from the website to put in the credits of a game (that didn't get finished).

    I'd appreciate a Construct logo that we could use in games, so it would look consistent for all projects.

  • Is it possible to import python libraries?

    'cause that'd rock. Like, hard.

  • What some of you NEED to use math to create, others do by instinct and experimentation and vision.

    Why don't you go do that, then. It has done you good in the past, hasn't it?

    oh?

    Now stop derailing threads. You already made your point before and got your answer, which was the same in several other forums. Stop it now.

    Others: please don't feed this troll.

  • Plan for wall pushout (already detecting collision)

    -----------------

    grab the position from the previous frame oldp, the new position p

    loop checking if oldp+((p-oldp)*x) is colliding, where x is a factor

    the factor would start at 0.5, if not colliding it adds half the current factor, if its colliding, it would substract half the current factor

    and then I'd repeat until I hit a fixed threshold for (p-oldp)*x (one unit, probably)

    and if at the end of the loop it's still colliding, I'd just set the position to oldp.

    If it works, I'll post another update

    Edit: it worked! Wall collision working

    http://octavoarte.cl/25d_concept.exe

    TODO:

    Collision from below (right now it just goes through and lands on top of platforms)

    Slopes

    Edit2: crashes reported with framerates below 20, loop goes infinite even though it's capped with a counter.... which is strange, will do isolated tests. If "while" is bugged doesn't matter, as behavior won't use events

  • achievements via plugin? Nice. Really nice.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • and an "Exhaust" particles object.

    [quote:1cp3tsn2]of the Exhaust sprite

    Is Exhaust a sprite or a particles object?

    Anyhoo, when you select an object, the other objects in the same container get selected in yellow. When you create one, the others get created too, but you need to set their positions. Maybe they were created off-screen?

  • hey thanks! I like encouragement :3

    I'll break it down:

    • drawing smaller platforms (in the distance) / player gets smaller as he moves "into" the scene: There's an issue with this. If platforms get smaller as they move away, they'll grow further apart. So I'd have to take perspective into account, adjusting their position. But if I'm doing perspective, I'd also need to be aware of camera position so everything gets adjusted correctly.... so while it could be done, I'm not looking into it right now. Resizing stuff works perfectly though, so no problem there. I even considered allowing rotation of the scene, but the platforms themselves cannot rotate as they are flat sprites, so you would probably fall off them while standing still, which would be awkward.
    • haze or fog to simulate depth of field: Using an effect, this would be done with a single action. You could even go all the way and use my Blur Motion effect and do actual field of view, though it would still be flat so wide platforms would have to be avoided.
    • assigning keys: You'll have the 3 coordinates used to get and set as you please

    Edit: updated the demo with DoF... was easy (for some reason though I couldn't set the effect via family, had to do it object by object... the effect tab and actions did show up but then I couldn't set the values.. bug?)

  • http://octavoarte.cl/25d_concept.exe

    I updated the demo. Raised platforms work now, woohoo! In this demo there's a spiral staircase.... with platforms one above the other! And one big flat platform below the others!

    There's a flag marking what you're standing on now, this should allow me to implement moving platforms later.

    Still no blocking from walls (any help on the push-off code? please? should be pushout in 2D)

    Also, I could do with some pretty platforms for testing... any takers? my drawings are terrible.

    Edit: added crappy shadow, disappears when not touching any platforms. Any thoughts on how to have a shadow that stays on the nearest platform directly below?

    Also, space key resets height, to avoid restarting endlessly.

  • In the platform object check the platform attribute, uncheck solid.

    Nothing else needs to be done.