Mipey's Forum Posts

  • You can compare the graphical sprites' elevations and draw whichever is higher in front. Basically you go through all invisible sprites that occupy the same position (player, elevator, clouds) and then sort them based on elevation.

  • Oh, just use invisible sprites that you do actual movement and stuff with, then add 'visible' sprites to them and sort them based on the 'base' sprite's Y position. So when you change the height, you actually don't move the 'base' sprite, you move the 'visible' one up by height.

    That should be the simplest way to go, I think.

  • Is the condition within the same event?

  • Imagine a 2D grid, slanted so it looks like a table. Top rows are behind, bottom rows forward. When you add objects, you can influence their Z-ordering by the position on this grid. You can change their elevation all you want, however their position on the grid remains the same. It should always be drawn in front of objects with higher grid position etc.

  • While you are on it, David, can you make our games too? With awesome graphics and all that. Make that MMORPG! Oh, and I'll have a pizza with soda, please.

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  • Or Cosine. It only needs two points.

  • End of the bachelor's life...

    ... and the beginning of Family Man.

    Congratulations!

  • Ah, my bad. .prev and .next stuff, then...

  • I don't think OpenGL is that difficult to code... it is just a misconception spread by Microsoft.

  • Animation is a sequence of still images.

    Make sprites that change slightly - say, draw a face, copy it, make eyes slightly bigger, copy it again, make the eyes even bigger. When you go from first frame to last frame, the eyes grow bigger!

  • Double linked? It wraps both ways - the start and the end are basically connected, if you go over the end, you end up at the start, if you go back from the start, again you find yourself at the end of list.

    At least so I believe.

  • Darn, I've been learning Ruby. One of these days I should give Python a second glance... I'm kinda busy on my Ruby project, though.

    Which begs a question - how does Construct implement Python? Would it be possible to support another language, such as Ruby or LUA?

  • Step-by-step as best as I can tell from observation:

    1. Render 3D objects to 2D still images that you want in the game.

    2. Export height map, which basically defines z-depth (overlapping and such)

    3. Export normal map, which is used for bump mapping (light).

    4. Write shaders that work with the above.

    5. ???

    6. Pizza time!

  • How big is the canvas? Chances are the graphics card is choking.

  • Thanks for another Rick Astley flashback.