QuaziGNRLnose's Forum Posts

  • why do you require a sprite for terrain generation? it seems you could get off just fine by setting the height of each point randomly,

    perhaps you could create a value map 1/4th or wtv the size of your required size, set every 4th point to its matching value in the value map, then interpolate for values in between which arent every 4th point using cosine interpolation (cosp) perhaps as a smoothing algorithm between the values that point deals with. it would be complicated, but then again what your trying to do is complicated, i dont quite see the use for a perlin noise plugin unless im missing something, perlin noise is just a random value set with smoothing isnt it?

    EDIT: it seems what im describing is simple gradient noise, perlin noise is slightly more complicated in that you would need multiple different resolution value maps and multiply them by each other to create a value set with macro and micro variations

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

    what i said would need to be combined with some of the stuff described on this page, it would leed to realistic terrain and i full confidence it can be done in construct with a few arrays and some complicated eventing

  • theres no point in this being custom is all, in fact its just a waste of YOUR time. this can be 100% done with the platform behavior, and it would only take one event to add the rocket jumping funcionality, you wouldn't even need all these fancy detectors.

  • I'm creating a game like this, even the robot character is the same kinda lol (look my avatar).

    Only my game won't be full of it.

    if im not mistaken your avatar is done by Arne

    http://www.itchstudios.com/psg/robotics ... -color.jpg

  • someone had already made this for me once, cant find it tho

  • http://en.wikipedia.org/wiki/B�zier_curve

    wikipedia has a great article explaining beziers for anyone whos interested, it covers basic linear interpolation aswell.

    using Qarp(a,b,c,t) and Cubic(a,b,c,d,t) will respectively do quadratic and cubic bezier curves

  • works the same way as a raster gfx normal finder i had made a while ago

  • the recently released panel object is very cool, but i think it could be even better if it had an option to tile or stretch, so that objects like this

    <img src="http://files.getdropbox.com/u/1010927/tiles.png">

    can be made to look like neatly placed tiles instead of stretched ones.

    an option to individually select stretching modes for panel fill and panel edges would be even more awesome.

  • how do you get absolute coords? did you use window position and add that to the mouse coords or something along those lines.

  • well the branches are a bit too geometrical and seam with the trunk strangely since they stick out at 90 degrees in these ones.

    also note that a trees trunk doesn't ever extend to the top of itself, its only one big trunk at the bottom, and as the tree grows it splits up into more arms.

    as others said, replace the white b/w leaves with alpha, and perhaps give each tree 10-15 "lone" leaves, which arent in packets, just to add some extra realism

  • IK doesnt work with physics, the technique i use to solve it (that linkman also uses for his plugin which i dont use) is to position objects based on distances and arm lengths. physics wouldnt make the IK chain react like your making it seem, unless i misunderstood.

    if u meant that you had physics balls on strings, which are connected to the IK arms as an end target then that would make sense. you also have to make strings the length of the sum of both arm segments connecting those weight balls to their respective shoulder so that the weights couldnt move too far away from the shoulder and create and impossible situation. the body would of course then have to be connected to the balls via those strings and the shoulders and hips.

    at least thats how i would imagine doing it.

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  • The best answer is not one resolution

    The best answer is all resolutions

    Modern games don't have the option to change quality and resolution for nothing now do they?

    So make the graphics on highest quality and then downscale

    Though positioning of sprites might be tricky but I think construct is able to make this fine adjustments

    The only real problem here would be aspect ratio but that doesn't have any workarounds to begin with and only on games that are non scrolling so you could either cut, make backgrounds with different aspect ratio AND perspective or you could even scroll it

    10x the work cause your drawing hug graphics, plus a 320x240 game can be eating up 200mb of vram or more.

  • Get with the times! 1024x768 in my opinion is the current day standard minimum. Depending on the style of game you are making, this resolution may be excessive, but in most cases it's not. In fact, most of the games made by a large number of indie developers are, in my opinion, too low of a resolution. Why reduce something that could look awesome into a garble of barely recognisable pixels... especially this day in age.

    it takes a very very long time to make nice graphics for that res, and making hi res graphics clogs up most low end gfx cards. simple graphics can tell a story just as well as hi res ones, except without needing expensive hardware to be run at a decent framerate.

  • large resolutions always lag on my comp, 640x480 is the best imo since no ones gonna be hindered from playing the game. SD tvs are 640x480 and games look just fine on those.

  • i have a technique for making motion blur that uses very little power and is simple to implement. the blur is generated using the "broken" subtract 0.0 shader. that shader seems to capture frames and slowly fade them away, so when u move an object under it, it captures all of its movement, and adjusting the opacity of the filter (is effectively adjusts its strength). it works much like the blur in a real camera. the only problem it really has is with extremely fast moving object, since it doesnt take an average of frames, rather it captures frames as they go by. making it sorta like the castlevania blur, but alot smoother and more realistic

    the upside is that its an incredibly lightweight effect compared to other full screen blurs in fact it barely even touches the fps no matter what strength u make it, since it simply captures a frames already rendered data, and its simple as pie to implement. broken shaders always have their uses.