QuaziGNRLnose's Forum Posts

  • so then whats wrong with the method previously stated

    <img src="http://www.linodijulio.com/Church/UVW%20Map.png">

    lets say u have your map, just fill in the regions you want a flat color of your model texture with the flat color you want.

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  • thing is platform behaviour doesnt offer any direct control over up/down movement, besides jumping. so if you want to make flight with up/down movement, your going to have to make some custom stuff using events, that modify vectorY of the platform behaviour based on up/down input using mouse and keyboard.

  • well your saying you dont want shading or any lighting but you dont want flat colours either, so its rather confusing. the only way to get a material look is to pass it through some sort of lighting or mapping technique isn't it?

  • yea i think what hes talking about is having flat shaded polygons like lets say mario in mario 64, i dont think he realized yet that a texture can just be a flat colour like he wants though

    <img src="http://www.tdubel.com/artikkelit/kuvat/emulxbox/pelit/n64/mario64_3.jpg">

    this sorta?

  • if your looking for someone to do it step by step, im not sure someones gonna take the time to do that for you, so were trying to help you along by telling you what plugins you could use to reach your goal.

    im sorry im not being enough help.

  • adding extra 3d functionality is up to you and your events

  • distort maps have their limit aswell, it would turn into a hopeless garble after only a few cuts and getting a texture to look right would be very difficult on pieces, not to mention distort maps dont have collision detection which adds even more complexity. if you use canvases and your objects arent to big (128x128 lets say being the max) the vram usage wouldnt be that big even with many since the more, the smaller the canvases are, and you could probably have up to 20 on screen with a decent card and absolutely no slowdown.

    wtv way you do it, it requires some trickery.

    something like that game would never use more than 4 "canvases", hence the reason its lag free.

    or for example chisel http://www.nitrome.com/games/chisel/

    even though it may seem like the world is always being destroyed and eventually it would use way too many canvases, you have to think about it in a smarter way, only 2 or 3 are needed, one or two to recieve "cut pieces", then a giant one to capture it all once it stops moving, and then those 3 keep repeating the cycle, notice how you cant make two cuts at once? its because it needs time to make sure you dont reveal the "cycle" as the pieces converge.

  • Hi,

    I don't know, how slip one sprite into two innregural objects.

    Here's an image:

    <img src="http://i.imagehost.org/0241/Foto.png">

    I think, that this picture explains everything

    How can I split?

    you need to use canvases, but its by no means easy, and itll eatup VRAM if the objects is being split many times/ alot of canvases

  • did you even read mipey's post -_-

  • Thanks for your reply.

    Yep, that way works. It's a lot simpler, too. It would have been good if I knew about that before.

    By the way, I always thought that the 2500 didn't seem right, but, for some reason, the expression I was using needed a really high number to work? (Not that it worked properly anyway >_<)

    Thanks again

    its was using that cause your expressions was flawed, there should only be one square root and your missing brackets.

    but anyhow use the distance(x1,y1,x2,y2) formula its much faster for you and the computer

  • what she said

  • you can circumvent the whole border problem by disabling captions, then it has no border to measure and returns the size you put properly, as youd normally expect.

  • its not really worth taking a look at, its "outdated" as a way of doing something 3d much like my 2 arm IK stuff is an outdated way of doing 2 arm IK, theres easier/better/faster ways of doing the same thing to put it simply.

    if i recall it was just a bunch of 3d boxes being rotated around a mario RPG sprite, now that we have 3D object and 3D mesh distortion it would look much better using those, run faster, and overall work better than with simple 3d boxes.

  • I have a feeling I know what most of the 9TB is... <img src="http://sae.tweek.us/static/images/emoticons/emot-pervert.gif">

    knowing sol, animated gifs and well, a very large portion of the other stuff in hidden folders

  • i looked through all the actions of the image manipulator before posting, should of thought about going through the expressions, *derf*