QuaziGNRLnose's Forum Posts

  • why dont you just scale the map manually with x,y distortion of all the points at startup? you only need the script run once, and then z heights will be nice and normal.

  • I have some objects set to a certain z height, how would I go about getting something like particles to show at that same x,y,and z?

    Is there a formula for doing that, or perhaps it should be done via another layer set to a different scroll rate?

    well the easy way would be, create your own particle spawner. the math for scaling and movement to attach a non sprite to an object which is free in all dimensions is really complicated to tweak just right, and i don't really see the advantage of using a fake transformation of the particle object that'll look strange and out of place in your true 3d world. not to mention if youre setting the scroll and zoom settings for a layer to control one object, you wont be able to make any others ones, so youre stuck with one particle object. using sprites to make all your paritcles would allow

    -multiple spawning sources

    -its easier

    -your particles can travel through all dimensions instead of just one.

  • yea definitely dont be a nazi about it, its a bit unclear and you'd want people to be able to join during the compo if they wanted to wouldn't you?

  • im sort of slightly unsure about one thing though. do we have to have the game completed before december 1st? do we need to have something to show on december 1st? or is this simply the day the compo begins, and people can start entering there stuff/sign up there game until the compo deadline which would be january 10th or something? or do we need to say were entering by December 1st, and have until the deadline to work on it?

  • WARNING NSFW!!!! contains nudity!!!

    an awesome yet slightly disturbing (very at the end) pixel art animation that caught my eye on a Pixel-joint news post that was removed 3 days later b/c of the subject matter. id just thought id share it with you guys, those of you into animation will no doubt be intrigued by the quality of it all. and lots of people will be heavily amused by it even after the 5th time watching it

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  • reminds me of Swarm mixed with gratuitous space battles. nice job so far!

  • count me in seeing as ive already started my entry

  • its not really useless aeal. having subtle 3d can add a lot. were not trying to make a game in 3d space here. just having 3d assets for things like backgrounds or 3d graphics on a 2d game plane ( like a spaceship thats 3d in a side scrolling shooter). having the ability to do this easily would be very nice. my at school demo wouldve looked alot more boring if the pencil were just a sprite. but having a simple 3d asset made it really cool looking. if adding a 3d asset was simpler than inventing your own rotation algorithm, and building an object out of willynilly points with special events just to handle sticking polygons to those points wouldn't you think that would be kinda nice? its not required, but its things like this that make construct set the bar, and the reason we all fell in love with it in the first place, don't ruin that like so many before it have because they lost sight of their original goal.

  • A reboot of my old 3D proof of concept with all the new features available to Sprite displacement since then (Z axis, Z buffer, etc).

    I'll upload an exe once I get a bit further and make things more efficient (Backface culling, etc).

    Model borrowed from http://www.3dtake.com/2009/08/girl-3d-m ... tures.html.

    awesome, is that using events or a custom plugin?

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  • reminds me of a lewis diagram

  • windows controls will always appear on top, solution: don't use them they're glitchy crap anyways, make your own buttons. now a button object to make different types of controls easy to make would be nice.

  • id think using a simple collision detection mechanic with offset collisions tests for the part you move would work.

  • its the exact same thing, just make sure your hot spot on the sprite is where you want the "clicking zone" to be, since the top left corner of the mouse (THE POINT) is where the object will be positioned.

    so if you had an image of a mouse cursor, youd put the hotspot at the top left so that it behaves like a real mouse.

    a cursor object is redundant and useless, as it would essentially be doing the exact same thing as this.

    no games ever actually change the cursor, they just use this method.

  • sounds like fun, ill see if i can get time for this.