The_Funny_Guy's Forum Posts

  • hell yeah. 3D will never beat 2D in terms of details and their visibility/exposure.

  • It's just a very uncommon skill that people possess and use these days, and I mainly blame 3D for that.

    ~Sol

    same. But hey, look at the indie gaming. this is where 2D will be reborned :)

  • i call this "natural selection"

  • <img src="http://3.bp.blogspot.com/-OKQih2CCqQM/Tb80z6qeICI/AAAAAAAABIs/e1o2fUxA0XQ/s320/jaw-drop.jpg" border="0" />

    I cant remember when i felt more stupid then i feel now.

    you are my hero!

  • I have a layout that is 1000/1000. after 2nd secund random number of random sized sprites are randomly created.

    They are set to destroy if they touch another instance of themself.

    At the same time the creation event is set to be true as long as theres not a fixed number of sprites on the screen.

    Creation adds +1, destruction takes -1.

    And this works just fine.

    Then i have set, that after this process is finished.

    Another generator starts. it is being set +/- the same way the one above with few addons.

    First of all i want that 2nd sprite to be destroyed if he's NOT overlaping the 1st sprite. Said in other words: i want that 2nd sprite to get destroyed if its anywhere outside of sprite one, so setting sprite 1 as boundries.

    So as theres not such a condition as "if object DOESNT overlaps object", ive used:

    If object Sprite 2 is overlaping Sprite 1: nothing

    Else: sprite 2 destroy

    but this doesnt work.

    Of course i could solve this by not "creating" the sprite 2 but rather by making Sprite 1 "spawn" them. The problem is the shape of the spawn.

    I can set the image point of the Sprite 1 at its 0,0 x/y and then make the spawning coordinats imagepoint+random(number) to draw the area but the shape will be preety much random when i want it to follow my guidelines.

    Any idea how to do that? keep in mind that theres more then one of Sprite 1.

    Bottom line is: i want Sprite 2 to be spawned in a Sprite 1 pattern.

  • i don have the slighest idea how to help you but the effect you achievend looks just amazing O_O

    wish i have your skills :(

  • Somethings not right here.

    For example: i have 1,051 of them. and as much as it flatters me i call it hoax <img src="smileys/smiley36.gif" border="0" align="middle" />

    especialy as the admin has 1,199

    i know. nothing lethel. but reporting stuff doesnt cost me much too.

    So, there you have it.

  • I had tried and bought gamemaker a long time ago, and it started slowing down when I tried to do bezier curves, after trying to use less complex equations, it had 0 impact on performance. After further testing I realized it didn't matter if you were just doing 2+2, a few hundred commands was all it took to destroy it.   I think I moved on to other projects, some musical, some animation, and I don't even remember what I had in mind when I did the google search that day, but I think I was about to start trying to learn to program c++ and directx to do it...yeah, I think I was going to learn the darksdk, and I think I just said, "there's got to be something like game maker, but better", and typed something along the lines of " game making tool" or something, and the rest is history. Bumpmapping?! Pixel shaders?!, physics)!... I knew I had found something special by the time I was done with ghost shooter, but i had no idea how much it'd change everything. Not just from a game design standpoint, but like the course of my life, basically.

    Similarly strange in retrospect is that learning c++ which has similarly opened up new opportunities to pursue was just by the smallest chance. I think I had looked at the sdk tutorial for a moment at one point, had no idea what the hell was going on, and wrote it off as too intimidatingly out of my league, but by chance I asked a question in chat, and soljah boy suggested I try the sdk. I hadn't the slightest consideration of the sdk as an option, and I told soljah boy i knew barely anything about programming, he told me someone who had made a plugin said the same thing, can't remember who or what plugin...but damn. Providence...and by providence I mean dumb luck

    i woudlnt expect such an interesting (if not dramatic - in a positive way) story. This can be quoted on the backside of the Construct box even they ever il get published.

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  • Pixel art... True pixel art, like the examples in this thread so far... Is a dying skill. Not many people can still make real artwork this way any more. These examples look great though. Outstanding and inspirational.

    ~Sol

    shrinking yes but dying? nah.

    Sol, look at what happends with hand made creation on the market when mass, automated production lines were developed.

    And now you have arts&crafts :) what was once popular and mainstream turned to be now exclusive and expensive.

    Pixel Art wont die. I belive in exact opposite. In world of procedural generation, powerfull creation tools, nextgen graphics etc Pixel Arts will hold its ground and became something very precious. Because one thing is set in stone: theres virtualy no way of "generating" Pixel Art.

    Just like with hand painting or poetry.

    As a matter of fact i consider Pixel Art as a real art. Just made with mouse and PC screen instead of paints and canvas :)

    Even the most beautifull nexgen 3D graphics with pixel shader 9000 will bow before hand made detailed Pixel Art.

    Why? call me me crazy, but because Pixel Art has soul. In each creation you can sense its creator. In its inperfectency is buried its beauty.

    And this is something that no human made algorythm will ever mimic.

  • Thats exactly what i wanted to know! thank you Tulamide! :D

    i tried the tilebackground. Actualy ive started from there. wanted to use constant offset to "animate" the sprite without using actualy any more frames. But the problem is that the beam angle changes and as far as i can tell - its imposible to "angle" a tiledbg.

    I also tought about panel but not only it streches the beam terribly but also make sit imposible to have more then one frames, leaving it static.

    this is what i have Tulamide

    scirra.com/forum/cc-grindspace-alpha-002_topic43350.html

  • Pretty cool! That ship reminds me of Weird Worlds: Return to Infinite Space. I hope your game is going to be similar! Looking forward to it either way.

    ...which i am a huge fan of :) Infinity Space was one of my biggest inspiration. My goal is to take what IS was good at and expand it. Mix casual and add more "infinite" to it heh.

    It does make me worried that you stopped counting how often it crashed on you though... yeah, not looking forward to that happening to me.

    the game is clean. Its the Construct that keept crashing. And at very random things: changing layouts, leaving it open for 3h afking and then comming back see my desktop being invaded by endless stream of popup error messages, in debug mode changing display from fullscreen->window.

    But hate bugs and i was be incredibly ashamed to release even alpha demo and then read people comments about how it crashes on their PC. Thats why i have run this demo billions of times, switched each and every options, do anything the player might think of, also ive tried the demo on 3 diffrent PC. Thats being sad - ill be very suprised if you will expirience any crashes. Thats why it took me so long. When Ozi composed a really great music tracks for GrindSpace, after 1000 times of runing the menu and re-cheacking everything, i now become seasick whenever i hear the menu music <img src="smileys/smiley36.gif" border="0" align="middle" />

    and thank you all for all the warm words :) this helps my motivation to keep working on the game.

    Of course if anybody would found any bugs please let me know and ill try to fix it.

  • pics sir...?

    Sorry mate, i decided to not post pictures as it would make downloading kind a pointless heh. It would flaten the expirience. Ill start posting pictures when ill get some nice gameplay rolling.

    Dont want to make your eyes bleed when you would see current gameplay graphics and their placeholders ^^

  • SpaceSimCenter forum. Darkone, the admin of that portal suggested Construct to me after i was so disapointed with my previous engine and its limitations.

  • i dare you to click "exit" :3 it is quite "custome" too.

    And again, you warm my heart with your kind words - thank you =)

  • Interesting, I had once made this same effect, but then questioned its efficiency vs. a canvas with grab layout. I settled on the Canvas. Have you tested it vs a canvas for full-screen post processing effects?

    And The_Funny_Guy, don't use a .fx to make something simple like screen shake, even if "it's easier". It's a massive waste of gpu time. Do it with events, it's not hard. I believe the effect already exists anyways, it's called offset, if I recall.

    Davioware, i agree its a huge waste of PC resources. But for how long the "shake" effect would last? 1-2 seconds. think of it. math is dead without common sense.

    Offset cannot be used from obvious reason. You want the screen to shake - not emerge from another side <img src="smileys/smiley36.gif" border="0" align="middle" />