QuaziGNRLnose's Forum Posts

  • Love to adaptive difficulty you've put in this - making it faster and harder to turn as it gets bigger, but also making it easier to get food at the same time.

    Add a time limit to this, as in "get as big as you can in 5mins", and you have a game. Then you can add other things, like hazards (poison that makes you smaller), high scores, etc.

    This could be way more than a tech demo.

    yah ill make it into a little game! nothing extreme but a lil score based game.

    very nice! i like how it the worm is 'designed by math' but avoids to look sterile; the turning motion/swaying makes it really come to life!

    yah thats what i was aiming for with this, to make a worm which grows but changes as it does so, im even planning on adapting the worm into a frogs vertebrae as you get larger and larger. and i couldnt agree more about the turning motion, i love the way i made the fins stick out and sway.

    when i iron out a few bugs ill post an update here

  • you must have a pretty fast rig, i forgot that i only put 200 pellets, so if you ate most everything youd be about 200 segements long, which is a ton.

    its a cap file so just run it in debug or add a text object that displays S.count

  • my bros using it for a geometry wars style shoot em up that hes making

  • look at my new thread in "your creations" it uses a better version of this

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  • this is just a lil thing i made while i was playing with my worm example.

    i call it

    ev

    O

    lution

    its nothing like flOw... ok maybe it is

    you turn with the arrows and can decelerate/accelerate with up and down arrows.

    the worm can grow infinitely but your computer wont be able to handle a worm with 1009 segements anyway (maximum size since thats how much food there is), soo... yea.

    just play around with it its fun, and if its lagging too much on your computer go to the layers tab and remove the all the effects from the layer.

    oh yah the worm is 100% vector hes made using the canvas

    the tail glitches a bit when you pick up food, dont know how to fix that yet

    when you move too slowly and eat too much food your tail crumples, which is weird

    thats about it; enjoy!

    http://willhostforfood.com/files4/34494/evOlution.cap

  • click with the mouse to grow the worm, turn him with the arrow keys

    its a biproduct of an IK thing i was experimenting with

  • > actually thats pretty easy to do. theres an action point on one end of the goo cylinder, and it sets its postion to one of the balls, then angles it towards the other. THEN, it always sets its width to the distance between the two balls. Remeber, width is a form of streching

    >

    I think he's wondering how the instances are picked since their both the same object.

    its can be easily done with two variables and two families on said object type.

    one variable

    all you need to do is

    -foreach blue

    +green value ('ID') is equal to blue value ('AttachedID') (this picks the second object based on the object ID that blue wants to be attached to)

    then goo set position to blue

    and then you set goo stretch width to distance(blue.x,blue.y,green.x,green.y)

    and angle towards green.

  • david can you tell me how you made that fish, i need a similar effect.

  • right now sprite distortion is pretty strange to use. you have to set displacement of a point rather than give it a position to be at, you should be able to set a displacement points postion rather than its displacement.

    the only way to do this requires you to know the position of a point and then do a little formula that i always forget.

    plz put an option to set distort point position rather than having only displacement.

    btw im wondering how david made that smooth fish example a while ago.

  • you can just use sin('pv')*('pv2') and it will give you the same result. sine behaviour is there so that you dont have to use actions and adding actions doesnt make it any better since the excact same effect can be easily created using sin system expression.

  • ah thank you, i was wondering what that did

  • Control colours with RGB, thats basically it.

    atm theres is no way to intelligently pick a colour for your actions with set filter or set colour.

    you can right click and use exspression, but this method gives you pretty random colours and if you want anything besides red youll need to multiply it by over a million.

    i think you should be able to set the colour with rgb values from 0-255.

    something like: set filter colour to -"25,36,255"

    this would allow us to make things like: set filter colour to "lerp(0,255,('t')),lerp(0,255,('t')*2),0"

    ect which would be a very usefull addition and give us real control over colours using events instead of the way its set up now.

  • > Just lump all of the pieces into a container. I did that and everything worked correctly. A lot of objects with bone movements(around 10) create a pretty sizable performance hit, though.

    >

    only 10?

    i can run 370 of my ik arms on my 1.8 dual core

    10 seems a tad low. how fast is your comp?

  • thanks for all the positive comments guys!

    im working on making this guy walk now.

  • did you seriously get a CC license for this

    i mean cmon man, no ones gonna take credit of this. were not like that here and i could of done this on alot of my stuff but thats not how we roll around here.

    its very cool btw. try putting this inside of davids skybox demo, now that would look awesome.

    also you shouldnt let the view be rotated up and down, only horizontally, since your sprites are representing a side view, and if you were looking top down you would only see a circle

    (make the ball a seperate sprite maybe? that would make more sense)