procrastinator's Forum Posts

  • Not possible as sprites use DirectX.

    edit> Ashley is stalking me!

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  • A quick one before I head off to bed..

    You can assign the particle to the bullet object through containers (there's a tutorial on the forum somewhere). That way, when a bullet is spawned or destroyed, the particle is too.

    In events you'd have something like -

    ForEach BULLET

    + PARTICLE.x = BULLET.x

    + PARTICLE.y = BULLET.y

    and so on..

    means it's an EVENT

    and + means it's an ACTION

    that was a quick sample and I'm sure someone will give a better one soon enough

    edit> seems Ashley beat me to it

  • Cheers mate!

  • ahhh that's what you meant by that hahah

  • If it's just for the main character and there's not too many animations, couldn't you just pre-render the effect in Photoshop (or similar) if you like it that much? I guess it all depends on the number of characters/enemies/whatever and how many frames of animation they have. When you have to do something manually and it's a lot of work, you tend not to love it as much

    On a side note, I love the style of this. I could imagine a type of "Another World" game but more surreal and dark. The motion blur was nice and if you can get away with pre-rendering it then it'll add to the style. You could could probably get away with a subtle trail of the sprite as it moves (like mouse trails but not as extreme). When the character is stood still, the trails could shake gently around the character, very subtle.. like within 2 pixels of the boundaries of the character. That's just some ideas I get when I look at it..

  • Ahh great stuff!

  • System: Intel Conroe Dual Core 2.13ghz, 4gb RAM, ATI x1900xt (512mb).

    Motion blur version stutters, not smooth at all. Non motion blur version is ultra smooth. I'd stick to having no motion blur.

    I'll try and test it later on my old P4 2.4ghz with an old ATI s9000 Pro GPU.

  • Create a sprite. Assign the Sine behaviour to it. Check the actions for the Sine behaviour...

    It looks like it has the wrong actions assigned to it. The actions are the same as the ones from the Rotate behaviour.

  • I barely coped with the maths to draw the shadows.. Optimisation is always a good thing though. It frees the cpu for other things like the physics. It's taking some extra cpu firing from every circle's edge (x2) and for your more accurate version it's halved the framerate for me. If it was only firing from 1 obstacle it would probably only have dropped by 10-20%.. theoretically. That's why I'm seeing it as worthwhile effort to optimise.

    Thinking about it though, I can imagine spending a crapload of time optimising it to only fire from the 1 obstacle and the next build of Construct includes "point in polygon" checking! I think I'll wait then...

    Can't wait to see the results though! Keep me posted!

  • Ahhh THAT game. I remember checking that out when I was getting back into Construct after months of not touching it. Nice game! It'll be sweet seeing this actually applied in your game.

    Just checked out the new LOS version. Very nice and accurate.. even at the slightest gap but it's around half the speed of your previous version. So it's gone from 1200fps from the previous version to 600-800fps for this version here. That probably doesn't make any difference, as long as it runs smoothly on a lower end machine. If it's accuracy you want, then sometimes you have to sacrifice a little speed I'm curious how it'll perform on so many swarm cells though.

    I wasn't around yesterday (well only in the morning and that was brief) so didn't get anything done at all... but had a few thoughts. Based on your intitial LOS system, I thought of a way to optimise a bit.. I think by checking the angle from the lightsource to the obstructions (circles) and the angle of the player object, we can check if the player's angle is within a certain range close to the obstruction's so we only need to cast rays from that obstruction's edges. Don't know if that makes sense, as it's just in my head atm so hard to explain. I'll see if that works...

  • Yep. Crashed on me. Try checking what you changed since your last working test. It may be trying to access something that doesn't exist - a file perhaps?

  • It's obviously not too slow.. I meant it's slower. Anyway, a few further tests of my own and I couldn't get it much faster than yours with that accuracy. I've just tried a "point in poly" routine but it didn't work. Too tired.... but I think that'll be the fastest method if I can get it working...

    This shadowcaster will be very handy for many things when it's fully working. I have a few plans for it but those are a long way off

    What's the game you're working on btw? Sounds like a 2D Thief game or something.

  • Whoa I thought the original post was bad but those yahoo answers revisited almost made me choke!

  • hmmm good point! I didn't think of it being a more flexible approach actually

  • "Your machine will self destruct in 30 seconds if you don't follow these instructions" may get their attention