SoldjahBoy's Forum Posts

  • Here is one I made.

    CAP file only. Left click for explosion of random magnitude. Stylized explosion, probably best used in a less "realistic" looking game.

    [attachment=0:26dvcqc9][/attachment:26dvcqc9]

  • Hmm... if the image manipulator object had "Copy to canvas" and "Copy from canvas" then we could make effects generators in Construct that export a series of .pngs with transparency...

    And they'd be fifty bazoolian times better than Explogen because you'd have all the mighty power of Construct at your disposal.

    I think deadeye had an extra coffee today... that's a hot idea (no pun intended). I was also thinking of using Construct to make some dreamscenes for Dreamscape... vista ultimate users will know what I'm talking about.

    ~Sol

  • Sol mate. you are THE playa.

    Haha, thanks mate

    You know, if you want any GUI work or title screens etc just let me know... I like doing that kind of stuff.

    ~Sol

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  • Well, you could still use a scroll rate for each layer, that way you can have all the stars move with a single event instead of one event per layer. The event could move them all at the same speed, but using the layer scroll rate would give the layers in the "background" a slower natural movement.

    I guess the other thing being, is it wouldn't use much CPU if the objects were using simple ball movement, and were looping/wrapping on a per screen basis and not covering the entire "level".

    ~Sol

  • LOL this topic is just killing everyone's brain. GG deadeye... GG

    ~Sol

  • Nice job mate! Can't wait to see this game go full steam ahead. I made a full design brief for a space game a long time ago, so if you get stuck for cool ideas, feel more than free to hit me up... Network plugin... soon... pl0x!

    ~Sol

  • Yeah I can see how this would be a really useful idea... I guess I am so used to making detectors for stuff (thanks a lot Clickteam) that it's like second nature to use them for just about anything. This wold make things a lot easier and cleaner and you wouldn't have 50 different rainbow coloured objects, all named "Detector".

    ~Sol

  • Soldjah oh what I would give to have a comp like yours.. mine can only play world of warcraft at 25 fps max on all low settings, about to get warhammer which it could BARELY run at 10-15 fps on low settings. gosh how do I play a game with such low framerate?

    Anyway my specs:

    Device name: Mobile Intel(R) 965 Express Chipset Family

    Pixel shader: 3

    Estimated VRAM: 358 MB

    Motion blur: Yes

    Teh Sux

    YIKES

    ~Sol

  • Some signatures I made for the guys on the BiteFight forums, among some other works... hey Ash... any chance we can use img sigs here? I tried and it gave me an error saying "unable to determine image dimensions" or something like that.

    Anyway, make with the artwork:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/ALAS-FAIRY-SIG.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/alicia-photo-SOTW13.jpg">

    original stock image for the Alicia pic:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/alicia_silverstone4.jpg">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/Beasten-sig.jpg">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/Hobbz-sig.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/Isnogood.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/Lion-sig.jpg">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/Marx83.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/Miayo-sig.jpg">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/skyhigh-sig.jpg">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/TheReaper-sig-white.jpg">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/UltraVoilet-sig.jpg">

    and some of my sigs from the past:

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/260Z-GOLD-720.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/az_sig.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/SB-Sig-350z-sm.png">

    <img src="http://i2.photobucket.com/albums/y46/soldjahboy/sig%20images/SB-mafia-sig.jpg">

    ~Sol

  • I think you may have to add a physics behaviour to your player, as well as the platform movement. Just set the parameters so the player is not affected by gravity or friction and it should work fine. If not, the only other thing I can think of is setting the common settings for the boxes AND player to "solid" and that may also work. See how you go, if no good then I will try to make a CAP for you.

    ~Sol

  • Why not make individual star sprites and have them always move in one direction and apply a wrap behaviour? Although it sounds like a resource hog, unless you are putting a huge amount of shaders and more than 200 stars on screen at one time then you shouldnt see much fps drop.

    That's exactly what I would do... you could still use paralaxed layers with that method... though I would probably make it so the stars moved on the angle the ship is moving, minus 180� so it gave a feeling of proper direction.

    ~Sol

  • [quote:3hwc3d4f]I've forgotten everything about MMF

    Good. Your home is here now...

    ~Sol

  • > That crash on close was a very silly mistake and is fixed..

    >

    > With regard to the network plugin, soon! Really, soon!

    >

    :O. Have you started working on her?

    LOL! "Her"... hahaha Alee gotz it baaaad!

    ~Sol

  • In reality, the large body has more cumulative pull, so they would be drawing the single object faster than the single object would be drawing in the large body. In other words, the single object would be moving much more.

    This can be corrected by changing Set force to Add force.

    This is pretty much what I was trying to get at... I will check out what you have managed to do once I get on my Construct PC. I hate this slow junk computer I have here at work... I really should upgrade this heap of crap.

    I understand the laws and methods of physics better than I understand the maths behind it.

    ~Sol

  • Nice analogy Quazi... makes perfect sense when you think of it like that. I kinda figured the same thing after I discovered it is more stable with spherical collision masks since there is less touching surface area.

    The only reason I tried this was to see exactly how far I could push the physics in an applicable situation, since I am wanting to experiment in making a test application similar to "Armadillo Run". I think the amount of objects that can be used is more than satisfactory for such an idea, though it kind of caught be by surprise when it crashed like that. I just expected it to either run really slow, or start missing collisions (IE objects falling through the floor or each other), or both...

    If it's fixable in any way then that would be awesome, but if it's not then that's ok as well... I can't really see the need for 3000+ tiny physics objects on the screen at one time! Well, maybe I can, but I could live without it lol.

    ~Sol