QuaziGNRLnose's Forum Posts

  • in all the mario games where you can carry items, you can push them into a wall as your describing.

    the only way i really see of fixing this is changing the actual collision mask for Mario when an object is being carried

  • try custom movement.

  • it is called game maker and has been for like a decade, i mean that alone is an unfair advantage.

  • yes,

  • awesome right now, although i hope theres an image editor. it makes quick transparent graphics, quick.

  • no event based importable code blocks or copying between projects :O

  • must learn js now

  • this is a random post, but i do know the show.

    in fact, i was terrified of it, every time i fell asleep on the couch watching discovery i would wake up at 2am and that show would be playing, some creepy stuff would be going on, and i would desperately search for the remote to shut it off but never find it since i was in a crack of or under the couch.

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  • well definitely A* will work for giant levels, but when is it realistic for something on the ground+ to chase that which it cant see. this is a search and chase algorithm, so basically whenever it loses track of what its following it will search, randomly or educatedly.

  • fake it, going for some A* system would work well for sure, but its definitely way more complicated than it needs to be. keep it simple.

  • log is what you need as the above poster mentioned

    <img src="http://www.purplemath.com/modules/logs/relatani.gif">

    this is what it does, but you need to use the change of base relation

    <img src="http://upload.wikimedia.org/math/5/6/f/56f7df21ad6bc1d3ce9ddff7ac5bb047.png">

    the base k used doesnt matter, so ln or log (base 10) can be used interchangeably

  • <img src="http://fc05.deviantart.net/fs71/f/2011/013/e/d/blue_orange_self_portrait_by_quazignrlnose-d374u51.png">

    first real photo of myself here (sorta)

    and no not ginger, just the way i painted it

  • the slowdown is entirely a result of the physics being a bottleneck. even if you did get some small improvements from particle type sprites it would be pointless.

  • When i first started making fluidy things my computer was pretty slow so i did a lot of testing on collision types.

    it seems plausible at first that having a custom collision polygon with less side# would make the simulation faster, but thats not exactly the case. the physics doesn't have trouble handling points/ edges etc, rather the collisions between objects/points/edges are what cause slowdown. having a triangular or square shape can cause the "particles" of fluid to catch each other and make extremely large slowdown spikes when "compressed", not to mention unrealistic stacking behaviour.

    using ellipses actually fixes EVERY problem, circles seem like "higher fidelity" shapes to process, but the reverse is actually true, an ellipse is very simple, and can be defined and have collisions tested against it with one simple distance check, and a few trig functions like sin and cos. checking if two spheres at any angle collide is as easy as checking the distance to see if its less than the sum of the two radii.

    you can have WAY more circular colliding physics objects than any other shape, because they're so simple to process and check, so put on those ellipses!

    the only problem with this method is the ellipse shape in the physics plugin assumes you want the ellipses to have the width and height of the graphic, the way around this to get the quaziblob effect to work is by using one object for the physics, and putting a separate graphic sprite thats larger in a container with the physics object, then setting its position to that of the physics objects every frame.

    like tul said, this is because the visual effect is only 5% the size of the meta-gradient graphic that makes the whole effect work

  • "I cant do it because i know i cant do it"

    yet you don't even seem to know what you have to do, or anyway to do it and that is your problem? what kind of logic is that.

    you say that you know 100%, thats the biggest bullshit Ive ever heard, because your not even giving yourself a chance. I don't know how you expect someone to join a team when you seem to only believe in what you can do individually.

    Also, please, any request for help should show that you have a considerable amount of effort and a good idea that you can put on the table, your current attitude and lack of anything game related shows the opposite and is almost guaranteeing this wont work.

    i remember seeing this picture

    http://img840.imageshack.us/i/fluxengine.png/

    and having been very impressed, is this your work? or someone elses?

    please show more if this is the truth