newt's Forum Posts

  • Actually when you look close it kinda looks like its crying as well.

    <img src="http://gamemakerblog.com/wp-content/uploads/2009/11/game-maker-8-logo-yyg.png">

    The new logo can be read as "Construct, lol"

    More like "Knock knock" "Who's there?" "It's not Construct. lol"

  • Game Maker has a new logo, guess what it looks like....

    http://gamejolt.com/articles/new-game-maker-logo-revealed/3009/

  • [quote:2qx4j18w]Actually, I find they're more useful than particles in every way, aside from performance. Care to explain why a pre rendered sprite can't do this?

    Im talking about the randomness a rendered animated sprite cant do. Not an emitter made of sprites.

  • Sure here ya go.

    I also included the png I used for the particles.

    http://dl.dropbox.com/u/666516/exploparticles.cap

    I made a tut for Gimp a while back that shows you how to make that.

    http://guicon.110mb.com/?Tutorials:Explosions

  • Ok this isn't quite as detailed as your example, but Im quite sure that with a bit of work it could be.

    Plus it also shows something a pre rendered sprite can never do.

    http://dl.dropbox.com/u/666516/flameon.exe

  • [quote:355es1tp]So, what I am striving to do is creating a sandbox-RTS and virtually "eliminating" limits for unit count and map sizes.

    Still your going to be limited somewhere in that.

    I was thinking to deal with this you might treat the map like solar systems. I mean in essence they are round. So if you think in terms of staying within one system at a time, and if you were to go one direction you would eventually wrap around to the same coords you started from. You could then have different layouts for different solar systems.

    Now as to unit counts, you could, in theory, use one sprite for all, and then have a separate frame for a different unit type. Of course for logic's sake you probably wouldn't want just one sprite, but you could cut down on extra sprites using separate frames.

  • Yeah that was it. Works like a charm.

    As to the size, all sprites will be set to the same z so thats no issue.

    Thanks!

  • [quote:259roic0]well the easy way would be, create your own particle spawner. the math for scaling and movement to attach a non sprite to an object which is free in all dimensions is really complicated to tweak just right, and i don't really see the advantage of using a fake transformation of the particle object that'll look strange and out of place in your true 3d world. not to mention if youre setting the scroll and zoom settings for a layer to control one object, you wont be able to make any others ones, so youre stuck with one particle object. using sprites to make all your paritcles would allow

    -multiple spawning sources

    -its easier

    -your particles can travel through all dimensions instead of just one.

    I dont even want to think about how complicated a sprite emitter would be, plus I would think that would kill the frame rate at some point.

  • You mean set the initial z lower based on how large the map will be scaled?

    Yeah I could do that, but the problem is I'm also using the original z heights to create a collision mask.

  • After looking at your example, Im pretty sure you could replicate that with just particles.

    I'll see what I can do later... after the turkey settles.

  • Thanks, that works better. Something is still a bit off tho, the particle object will start to leave the objects x,y after about 300 pixels.

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  • Sure go for it, but I won't limit myself to just particles.

  • One thing to keep in mind is pretty much all the behaviors can be replicated via events, its just that having the behavior is a wonderful time saver. Also once you get the hang of things you'll find simple ways to do stuff, like having the bullet follow something by simply setting its angle to the target angle. And then you can even add multiple behaviors to objects like adding the sine behavior to a bullet.

  • [quote:3hf8fy7k]You can't do s**t like this with realtime particle effects

    Sounds like a challenge.

  • Yeah thats not a bad idea, its pretty easy sometimes to grab the angle handle by mistake. Right now you can use separate layers like PixelRebirth suggested, or rightclick and lock it from the context. Thing is its set up weird you can lock items one at a time, but to unlock one you have to unlock all.