QuaziGNRLnose's Forum Posts

  • Hmm, might try a corner filter for at least top and bottom.

    I didn't even realize those exist up until now

    About the unrealistic behavior, theres quite a few params that can be tweaked to get it more stiff or springy or wtv, i just left it really "drafty" because its funner to play with.

  • I'm guessing wayyyy faster, and newt, it doesn't really need to use distort maps, I only have them in this because i wanted to specify what colour the fur was with events and have control over tip/middle/base etc. colour, but using a graphic is the same and would look totally the same

  • in this, 2000

  • "It's so fluffy I'm gonna die!"

    <img src="http://dl.dropbox.com/u/1010927/Furnew.png">

    <img src="http://dl.dropbox.com/u/1010927/hairyball.png">

    I was bored, so I decided to make a physics-y furball in construct, that doesn't use physics because "that's overkill" it looks reasonably nice, runs quite fast with 2000 hairs (60fps v sync on this 1.8ghz dual core)

    It only uses the sprite object and the drag and drop behavior!

    [quote:19s0j2f1]http://dl.dropbox.com/u/1010927/HairyBall.exe

    Old Link

    New Link: http://dl.dropbox.com/u/1010927/FurTech.zip

    Z and X rotate

    Click'n drag the ball around. If you drag and "let go" while it's moving it'll continue moving a bit and bounce off walls if it gets to one.

    It's made with some simple pendulum math I modified to be angular "springs" and be acted upon by some vector crazyness for gravity and momentum.

    http://freespace.virgin.net/hugo.elias/ ... pendul.htm

    ^^^ what i used.

    It'd be interesting to see as some fluffy character in a game!

  • what do you need the wind to do or move?

    physics behavior is huge overkill if you only want a few particles flailing around.

  • As is said, if you want only an outline, the canvas will work perfectly, you just need to use a loop and do a bit of trig, and the canvas can stay the same size on screen (full window) it doesn't need to be bigger

  • if its an outline of a circle you want, you can use a canvas object, if you want a filled circle, your going to make some custom code with distort maps and stuff. how BIG does it have to be, and whats the intended use?

  • sin(random(91))*100

    values near 100 should be less rare than those near 0

    if you want it the other way around

    100-sin(random(91))*100

    That'll make 100 rare and 0 common.

    if i have them (rarity curb) mixed up sorry, but these formulas should work to give you "gradiations".

  • yea, your gonna wanna incorporate division to create your falloff, so that it actually fades but has constant effect.

  • LOOOOOOOOOOOOOOO000000000000000000000000ooooooooooooooooooool

  • that shuttle/thingy drawing is just phenomenal

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  • yea you will, using opacity.

  • No tool can make up for a lack of creativity. Most big animations or sprites aren't those at all, but something that looks good enough to be disguised as such. A large picture can really just be a bunch of objects animated WITHIN construct, and well if you make them in an outside program and can't do it construct, your out of luck, just as any game designer/programmer would be if they were working on a game. Its the best thing to do, and THE only thing to do thats reasonable

  • After seeing a thread on tig-source about genetic algorithms, and realizing i had 2 weeks to start and finish my science project for this year, i decided i would take a crack at making my own genetic solver thingy for my project!

    <img src="http://dl.dropbox.com/u/1010927/eatman.png">

    http://dl.dropbox.com/u/1010927/GeneticFoodMan.exe

    Right now its pretty simple, and the amount of food gathered is the sole thing survival is rated on, but more things need to be programmed in. It works by seeding a bunch of random individuals, storing their movements, what they ate etc, waiting for everyone to die, then choosing the best 3 in the population, restarting using their movement paths, but then deviating onto their own random path once they reach the point where they're ancestors died, and i'm going to add a high mutation rate that messes around with the "death point" thats passed on to offspring. once all individuals die a new generation is created choosing the best 3 of the last and so forth. if an individual passes over a foodless space, or a space where they had already eaten for longer than "5 frames" they die. I'm probably gonna change this a little bit so that energy is lost and can only be regained through eating an equivalent number of food pieces.

    Red just shows the collective mass of whats been eaten, but each organism only exists in its own specific world, unaffected by the others and their actions, so in short, a hell of a lot of data to track!

  • try checking override time-delta in application properties? then the platform behavior will be frame rate Dependant.