QuaziGNRLnose's Forum Posts

  • are you gonna implement particle advection? all it does is set the velocity (x,y) of a paritcle (point) based on its position, weighted by which block/grid it's currently closest to

  • yea i went about fixing the imagmanip problems the same way, doing the saving and loading on different ticks by adding 1 to a pv and using "equal to X" running a diff set of actions each tick

  • this kind of thing happens when you try doing alot of save load stuff with the image manipulator.

    i had to make my events run one tick after another for the loading of custom gfx in mega thumb, or else it just wouldnt work. i know the frustration of not knowing whats going on like this ughh!

  • assuming your using "USE EXPRESSION" did you write RGB(255,255,255) or only (255,255,255) in the expression? assuming you didnt try it, put the RGB and see how the turns out.

    if its happening while your using the colour box default thingy it might be a bug

  • Not game concept art, but an art project i had to do for school, an Agenda concept

    <img src="http://fc04.deviantart.net/fs70/f/2010/223/a/c/Roboballz_Agenda_cover_by_QuaziGnrlNose.jpg">

    Scanner messed up shading tho :/

  • well obviously since its an expression for use in an action its going to run within the context of certain conditions, those determine which object is used/picked.

    (when i say object i mean sprite)

    the conditions (things on the left) will specify under what conditions (hence the name) the objects will be picked, and then for every object that meets those conditions the actions referencing those objects or using them in anyway, be it through object specific actions, or through an expression reference like sprite.x will select the object(s) meeting the conditions.

    this question is kind of odd to me, i feel your probably having a specific problem that would be better answered if you told us what it is. you need to build your conditions so that you refer to specific instance of the object, you cant just use ALWAYS and expect it to work, you either need to use variables, or some other circumstance under which the desired instance(s) will be picked

    if your using system compare, that might be the source of your problem, since no instance of cloud can be specified. try making cloud have a variable with its distance, then comparing that instead. assuming this is the problem, of course. That way any cloud with 'PV distance' greater than X will be picked.

    im not sure what else i can say.

  • i havn't ever done this, but you could probably get away with putting your canvas on a forward layer over everything you'd like to get a colour from, make the canvas 1 pixel by 1 pixel in size (its all you need to check right?) then enable grab layout before or after drawing (wtv works i forget which one youd use) on the canvas in its properties, and after that with your events position the canvas at the coordinates you wanna pick from and do blablabla image manipulator stuff, you know the rest.

    using the grab layout after(?) drawing ability of the canvas should enable you to circumvent having to paste everything, and moving the 1x1 canvas should enable you to get the color at any arbitrary point.

    i dont know the exact timing of when/what the image manip actually would be copying is, so it might be 1 frame delayed, not a problem if your color testing something relatively static/slow moving.

  • making each fluid effected particle a smooth gradient circle applying an effect like colourise over it might look cool, mix of fluid and quaz blobs , and with the plugin tulamide was working on for blobs and palletizing this could work really nice

  • whats with the compute/draw/clear buttons, this can easily run at 60 fps and would be much funner to play with, just remove all the conditions involving buttons and move the clear canvas action to the top

  • zooming out of event sheets

    its really often i find myself annoyed having to scroll around looking for things when i could just zoom out and pinpoint something right away, i waste alot of time just moving up and down through large groups that i need open alot. groups are handy but zooming out would be quite nice. (ctrl+wheel)

    a rotatepoint"X/Y/Z"(yaw,pitch,roll,originx,originy) system expression, would be nice, to make adding minimal 3d faster computationally and event wise, and also a lot more accessible to users, actually this could probably be easily added right now.

    a "expression shorthand" mode, which would make writing expressions faster and easier for experienced users, supplementing things like .angle with .a, .zelevation with .z, sin and cos and tan with s,c,t, making writing pv's consist of putting [bla] or {bla}, or something similar instead of ('bla'), replacing system expressions like angle and distance with AN and D, a whole bunch of things of that sort. Thats a feature id like to see in construct really bad, i always find myself naming sprites things like P or A2, so that i can write them faster and have smaller expressions length wise, extending that to things i use in almost every expression but cant choose like .angle, .zelevation, distance, sin cos etc would really be nice imo, maybe even an option to set these to whatever you wish for any object, so that you can be familiar with your own work environment, and adjust things for any plugin or anything that extends into the expression editor somehow like behaviours, effects, you get the point.

    also a setting to enable coloring the contents of different brackets different colours like (10+(agfa)*(blah)*ag) to oraganise expressions and see bracket errors better

    ability to add custom system expressions

    ability to build "behaviours" which you can save and reuse, using events that can be applied to objects/groups of objects.

    ie you make a block of code that uses sprite1 and sprite2 and MOUSEKEYB1 and canvas1 in it, and then you can add that in as an event block, when added in it prompts you which objects to use, and youll need to give it 2 sprites, 1 mouseandkeyboard and 1 canvas for it to work, but they dont have to be sprite1, sprite2, MOUSEKEYB1 or canvas1, they can be whatever object of wtv plugin is required, even extending the ability so that you can use custom plugins in your event block (behaviours, effects etc referenced as being needed on certain plugin objects in the block will also need to be applied to there said partner in the block, if not applied, prompted to add them, aaaand another optional request prompt asking if youd like the settings saved with the original event blocks objects for any and everything to be added/changed to what they were for the original on that object), with some form of commenting and grouping saved into the eventblock file so that you can tip on how its used and if original properties are required, so that people who use it can know what to do.

    these event blocks would be saved as some file-type and then you could share them as reusable code for anyone to use here online "mode7.evb" "IK.evb" "platformwithtriplejump.evb" "customspriteparticles.evb" "Spritetext.evb" etc. THIS would make construct and the forums an even more super awesome tool with so much extendability, and speed up work a really big amount for everyone, without necessarily needing to know C++. a new forum for sharing and a database for everyones .evb files could be created, making the community behind construct a driving force in its accessibility and feature set. oh yea, container and family properties would need to be attached as well, pretty much everything would for it to work perfectly, but it'd be so great and really worth the work IMO.

    well those are all the good ideas i can think of off the bat at least

  • yes you can, but its very slow.

    you need a canvas to capture the point you're selecting (im pretty sure it can be one pixel in size and still worm for minimal vram usage) then you need to "copy from sprite" with the image manip, then you need to use the getR getG getB expressions which are a part of image manip once the image has been copied. thats pretty much it

    the image manip doesnt use screen coordinates when it copies, so 0,0 is not going to be 0,0 on the layout in the getR/G/B expression, its going to be 0,0 on the currently copied image. if your image is larger than 1x1, and isnt placed with its topleft corner at 0,0 on the layout, you going to need to transform coordinates so that theyre "local" to the images topleft coordinates instead of the layout.

    just ask if you're having trouble getting it to work because explaining it like this is kinda cryptic.

    also note that this series of event is very hammering on the framerate due to its slow gpu to cpu transfer nature so your not gonna be wanting to do it for longer than one frame (another disadvantage to hardware acceleration, albeit not a very big one)

  • i have a question, how does the plug operate exactly, what would the actions, conditions, etc be?

    also i have some questions about how it runs, does it constantly use the same overhead no matter the amount of fluid, i assume it constantly processes a set space parsed into a grid or, does take more to do more?

    aaaand can it interact with solids/moving solids?

    DravenX, im not claiming to speak for everyone here, but could u please stop trolling around the forums spamming threads with nonconstructive criticisms and posting random download links for zips on other peoples creation threads to i dunno what. You've already had a less than welcome reaction to your posting and various trolling on your previous account as vdrake, and you left us with a thread where i recall you and XZALION or wtv his account was spewing insults in African. I'd advise you to stop and start conducting yourself better, acting more mature etc and please don't derail anymore threads.

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  • "Hes Climbin in your windows, hes snatchin yo people up!"

    that phrase has been stuck in my head for a while now.

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    oh my, oh my, that is smexy indeed, i love the water spouts, it looks like i could play in em all day.

    you really should add an additive effect to the lava though, it looks like boiling blood right now :O