Mipey's Forum Posts

  • With a creative use of Particle Object many effects can be simulated - such as rain! It only takes one particle object.

    I've added snow as well. Of course both could be polished, but the concept works!

    If only I could make snowflakes sway a little while falling, that is shift X position back and forth...

  • No, I intentionally moved shadows above objects - that way it gives the '3d ball' feel. Planets cast shadows that way

  • Oh.

    (A minute later)

    Oh!

    I feel so silly.

    100% opacity shadows add to 100% opacity when overlapping, so it is not quite visible, while layer opacity works uniformly. Brilliant.

    Edit: An updated cap has been attached.

  • "Is Moving" is very simple to implement - just evaluate whether X or Y has been changed.

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  • Device name: ATI Radeon 9550 / X1050 Series

    Pixel shader: 2

    Estimated VRAM: 253 MB

    Motion blur: Yes

  • I don't understand... aren't shadows semi-transparents already? That is settable as Light property.

  • Haha! Nice touch with the Swimba

  • You could use a simple INI file instead for locally stored high scores. If you want players to submit high scores, well, that'd require some networking knowledge...

  • Stumbled upon this article for rotated 2d rectangle collision algorithms:

    http://www.gamedev.net/reference/progra ... Collision/

    The maths blew my heads up, but it all makes sense to me.

  • Well, Construct shadows do add. I've been trying to find a workaround, but it'd end up setting the shadow to 'invisible' while passing over the shadow... I'd have to do pixel-perfect detection, which is simply too much hassle.

  • One thing - an inverse collision mask that would function as some sort of 'tunnel' within the sprite. A simple toggle should set the mask to inverse and back...

  • Okay, get this...

    450 of 32x32 box objects... ~180 FPS

    450 of 32x32 sprite objects (just a box drawn)... ~450 FPS

    450 of 32x32 tiled background objects (same box drawn inside)... ~220 FPS

    ONE 32x32 tiled background stretched over 800x600 layout... ~ 420 FPS

    Well... what can I say? Goodbye, Box.

    P.S.: My machine is Intel Celeron 2.4 GHz, 1.5GB ram, ATI Radeon 9550 256 MB. The mother board is insanely crappy, though, they've subbed the suckiest one in for the one I fried.

    Edit: I went ahead and gave each of tiles five different animations - just a different color - and randomized each tile.

    450 of sprites, each has five different one-frame animations... ~260 FPS

    Why was I worrying about tiled maps again?

    Edit2: Tried creating 10000 sprites... Doesn't show the window at all, though debugger shows 10003 instances and 0 (1.#Jms) as FPS. Yikes.

  • If hitbox is in family and is contained with sprite, then the contained sprite will be picked whenever the hitbox is picked. Or so it works in theory.

    Also, there is this new Pairer object.

  • Mmm salad!

    But yeah, that is a good and clear example of pairing, thanks

  • That sounds like an idea!

    As for the math solution to orbiting, that would be too complex, because it'd have to take the parent object's movement into account (the velocity vector and such). Using maths would be like recreating the physics in Construct, where I just want the object to revolve around the parent object without messing with the hotspot