Somebody's Forum Posts

  • How did you put an expression in the color filter? <img src="smileys/smiley3.gif" border="0" align="middle" />

    Yeah, took me a while as well - right click the Filter and pick Use Expression.

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  • Actually if we assume that you'd only need 10 sides you can reuse the same object and just sort-of scale it to achieve as many layers as you like.

    Here's an example.

    To have the attack light balls like in the video you'd probably have to set up an image point on the middle of the line sprite and then pair them up. But overall everything that could be seen in that video seems quite doable and might turn out looking and playing quite nicely.

    Edit: You can now click to destroy individual lines just to get a feel for it.

  • The magic happens in the sprite itself - the pivot point is offset a different length for each color - so basically everything else just happens by itself.

    When you click a sprite you'll see the pivot off to the side. I had to do a little experimenting to find out which values work for which side count and distance, but it took seconds basically. Double click a sprite an click the little red and blue target icons at the bottom and you can change the pivot offset.

    Another thing to try - it seemed like in the video these were nicely pulsing as well - I did achieve that effect by using the excellent Scale Behaviour by linkman. Just set it to something like 125% horizontal scale and 700% vertical scale, looping on and loop mode to ping-pong and BAM! pulsing away.

  • Interesting little problem, I liked the look in that video, so here's my take on it.

    Really simple - just a displaced pivot and then a loop rotates and places them to insure a decent fit.

    You'd have to do some maths to find out the angles and distances for a Decagon, but the idea would be the same.

    Edit: Added more types, same link.

  • I'd say the blue seems to work nicer, especially with the logo hue.

  • I can't wait to repost it!   <img src="smileys/smiley2.gif" border="0" align="middle" />

    Ah, someone knows reddit well... <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Ok, some more progress here - and a somewhat interesting direction design-wise. It's now synced with the background music in several ways. As more custom things get used and I suspect few people actually want to deal with that I have made an exe version available.

    WASD moves, mouse aims (a bit strangely, because of the layer scroll rates currently). But you can have a bit of fun and marvel at the visuals. Right click will toggle something as well.

    Here are some recent screens as well...

    <img src="http://i244.photobucket.com/albums/gg36/some9000/A.png" border="0">

    <img src="http://i244.photobucket.com/albums/gg36/some9000/B.png" border="0">

    The background is currently composed of 4000 objects, so I'm not sure what the performance would be. With 10240 objects it started to slow down here, so I decided to dial it down, leave more room for the fireworks.

    Anyhow, if someone tries it, early feedback would be welcome.

  • Hey, Linkman, first of all - once again a fantastic plugin (just like the Scale Behaviour, which I'm still forever grateful for).

    Now on topic - I have been trying to get a sort-of dynamic playing field thing going, with the camera moving just slightly as the player character moves towards the very edge of layout.

    I have tried to illustrate the idea (screen resolution is the same a layout size):

    <img src="http://i244.photobucket.com/albums/gg36/some9000/Camera.png" border="0" />

    I did look at the examples and tried doing this, but I must be missing something. I would prefer not changing the underlying layout as there's a bunch of location-based events already taking place. Any suggestions?

  • Thanks newt, will have to look into it, but I feel like that would make them a little too uniform, if they always try to stay in a grid formation. Currently I have slightly randomized speeds so their overall movement is fairly fluid and actually flocklike, which is nice.

    Anyhow, I felt like the background was a little stale so came up with a new, more dynamic version which interacts with our hero and his shots. Doesn't look too impressive when not in motion, but here it is:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/FAP/1.png" border="0">

    <img src="http://i244.photobucket.com/albums/gg36/some9000/FAP/2.png" border="0">

    The (really simple) tech behind a part of it can be seen in this cap. Doesn't need any extra plugins or filters. Easy to make something that looks like fluid dynamics using this as well.

  • Hi everybody. Been a long time since I last did something in Construct, but now life's a little more relaxed so it's time to get back to it.

    I'm hoping to actually finish something for a change by sticking to a small and simple project. In this case it's a little twin stick shooter inspired by that horrific time sink known as reddit.

    The gameplay is still being refined, but the gist of it is: Our hero, the Forever Alone Guy trying to get to his one desire - NSFW material, while all this distracting junk gets in the way so he needs to get rid of it. And he does it by downvoting. Hence:

    Rapidly Extensively Downvote Distracting Items Tonight

    Anyhow, here's a screenshot:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/REDDITDX9runtime59FPS1692mbVRAM.png" border="0">

    <img src="http://i244.photobucket.com/albums/gg36/some9000/REDDITDX9runtime59FPS1692mbVRAM2.png" border="0">

    Now that last bit is where we get to the question - as you can see the enemies are somewhat ordered - I didn't want them to overlap and become a mess. The solution was really simple:

    + Enemy: Enemy overlaps EnemyBot
    -> Enemy: Move 1 pixels at angle(EnemyBot.X, EnemyBot.Y,.x,.y) degrees

    Just push the enemy that's overlapping away from the other. Works quite nicely until there's a lot of them, when the 1 pixel of movement isn't quite enough. So I put in a little thing that pushes harder the more enemies there are:

    + Enemy: Enemy overlaps EnemyBot
    -> Enemy: Move 1+Enemy.Count/16 pixels at angle(EnemyBot.X, EnemyBot.Y,.x,.y) degrees

    The problem, though, is - it isn't exactly smooth. So my question is - any way to smooth it out?

    To aid with the question and give a little glimpse of the project here's the cap.

    You'll need the awesome Scale Behaviour and the also awesome HSV effect.

    WASD moves, mouse shoots, the controls are completely not done yet, there's rough edges, etc. It's quite early. Pressing Space toggles slow motion, which can be fun.

    Thanks in advance for any suggestions.

  • Just copy the link out, if it opens as a text file do a Ctrl+S in your browser and save the FX file.

  • Is there a way to tell if an object is in the light? For instance, I may want objects invisible unless you can see them.

    Set the collision detection on the "light" sprite to bounding box (or better yet, make a tight circular mask) and test if it overlaps with the objects? Seems like that would work.

  • Ah, it's been way too long... This may remind some people of something...

    <img src="http://i244.photobucket.com/albums/gg36/some9000/REDDITDX9runtime59FPS1789mbVRAM.png" border="0" />

  • Interesting, it does ~420fps here on my laptop. Well, then again it's a fairly one-off effect, probably wouldn't place a bunch of them all over the place. You could try disabling the PS 2.0 glow on the particles - it looks almost the same and does go a little bit faster.

  • Yeah, particles in Construct are rather nice - here's a flame thingy I made almost a year ago: http://dl.dropbox.com/u/1328856/BURN.cap

    Perhaps a slightly more realistic movement of the flame there