QuaziGNRLnose's Forum Posts

  • id rather do it myself.

  • first off, make posts about getting help, in the HELP forum. your tutorials is made for tutorials obviously.

    where to start?

    well first off, do you know about the random expression?

    random(VALUE) it a random number between 0 and what you input. remember that if you put a number, its not going to ever return the number you gave, but instead integer every number below it including 0. so random(10) would give you 0,1,2,3,4,5,6,7,8,9 but never 10.

    after you know about that expression your gonna need an object for branches, that you spawn and then at its end you spawn more branches, always setting theyre length and angle to a random value.

    then youd need some cutoff point and a leaf spawner. not gonna go into anymore detail you figure it out!

  • changed a few things relating to mesh distortion, & made a mesh distortion article.

    https://sourceforge.net/apps/mediawiki/ ... istort_Map

    feel free to fix the formatting up im not very experienced with wiki writing.

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  • > Thanks for that. Updating fixed the problem perfectly. One question though, I've got a HUD layer that I'd like to keep onscreen if possible. Right now when it zooms I lose sight of my life bar. Is there anyway to prevent that layer from being zoomed by the camera?

    >

    I think there is no way to specifically tell the Advanced Camera not to zoom a certain layer. However, assuming you'd do a zoom of 200%, you could at the same time set the Zoom X and Zoom Y properties of the HUD layer to 50%. That way it should still be shown correctly.

    im pretty sure there are zoom x and y rate properties for layers, just them it to 0% and things on that layer shouldnt be affected by zoom in anyway.

  • pixelrebirth beat me to the punch

  • you need to place 4 copies of the objects silhouette behind both of them displaced 1 pixel in each of the 4 cardinal directions. at least thats what the outline shader does.

    or you can of course just use the outline shader. if thats not a problem.

  • You're making a 3D game in Construct huh, sound's interesting, I wonder how far Construct allows 3D as of yet.

    ive delved into it and pretty far, except since theres no built-in 3d rotation you have to code your engine entirely, and i did it 100% in events, goes to show how powerful they are.

  • davios really good i bet he could make something for it.

  • most games i make are 4:3, and sometimes i set it to 16:10 because my monitor is 1440x900

    i dont really make games that are in HD resolutions though, i find its far too much work to do the gfx and my little 8300 gs cant handle much at that resolution so i tend to make things at a lowly 640x480 or even a 320x240.

  • *power even through seeming simplicity

  • Instead of worrying about codecs, why not submit EXEs or .caps to an editor who takes videos?

    yea exactly, then they'll be able to better put it in context with the rest of the stuff in the video anyways, and they wont have to download giant HD video files that might not even make the cut.

  • i was just submitting a whole bunch of things i'd done in the past, none of them were ever really "meant" to look finished, but whatever you guys finds look cool but could do with some improving on i could always flesh out some more for this, i submitted this stuff way early so it's no problem

  • snes, and i'm too young to have owned any of the others anyways

  • Does it use a paper-scissor-rock-mechanic, as in Command & Conquer?

    well yea, but just like some of the C&C's its not simple really like that.