tulamide's Forum Posts

  • TiAm

    Well, if it is only the more simple simulation, like in the first video, you're interested in, then you can recreate that quite easily with events, physics and a shader.

    Have a closer look at this thread from the old forum, where I presented such a simulation, which was bug corrected by gmvasco (includes cap):

    http://69.24.73.172/scirra/forum/viewtopic.php?f=2&t=8215&sid=9a96d4eabf48cc61d67af48592172631&start=20

    gmvasco also made a short video, but the quality isn't that nice. It looks much more impressive when seeing it live:

  • This is just one of many methods, and it might not be the best. But that's what spontanously came to mind:

    wall climb timed.cap

  • I wanted to make a bullet curve out of the imagepoint to a spot ahead from a top down type perspective.

    But from a top down perspective it wouldn't be a curve, but just a line.

    Or do you mean something like, you shoot to the north while the enemy stands in the east, and the bullet still reaches the enemy? Then just imagine a third invisible spot, that the bullet will head towards on its way to the enemy.

    Then its a=start position of the bullet, b=invisible imaginary point, c=enemy's position.

    green refers to a and is the start point. Blue is b, imagine it being the point in which direction the bullet is shot at start. red is c the enemy's position and the final point that needs to be reached.

  • I know, it isn't a complex tutorial, but have you already seen this video?

  • What?

  • You're welcome :)

    fuged?

    No. "to figure out". Like "I never would have figured that out by myself"

  • If you don't have a maximum value, create 2 variables.

    1) startvalue = (Box.width + Box.Height /4)

    needs to be calculated when the box is created.

    2) currentvalue = startvalue - ((Box.width + Box.Height /4) - startvalue)

    needs to be calculated whenever the box increases its size. Thi is the value to be shown in the text box.

    Example:

    at start of layout the box is created with 50, 50

    startvalue = 50 + 50 / 4 = 50 + 12.5 = 62.5

    the box grows by 10 pixel in width

    currentvalue = 62.5 - ((60 + 50 / 4) - 62.5) = 62.5 - (72.5 - 62.5) = 62.5 - 10 = 52.5

    box grows again by 10 pixel im height

    currentvalue = 62.5 - ((60 + 60 / 4) - 62.5) = 62.5 - (75 - 62.5) = 62.5 - 12.5 = 50

    etc.

  • Another way would be to use a function. This is even more versatile. The right object will be created with any trigger, just by passing an id.

    Here is a simplified example:

    http://www.mediafire.com/file/ocwb64no0tctux0/SelectFromFamily.cap

  • I am not sure if it influences it, or if the behavior is developed with a protection against it, but the target is added to the turret behavior in an always-event:

    + System: Always (every tick)

    -> PlayerSoldier: Add target EnemySoldier

    There is no need to do so and I don't know if it can cause memory issues over a long period of time, or something like this. Instead you could just add the target in the Start-of-layout-event:

    + System: Start of layout

    ++ empty event

    --> PlayerSoldier: Add target EnemySoldier

    ++ System: For each PlayerSoldier

    --> PlayerSoldier: Set range to 150+random(200)

    Of course, this has to be done for both, the player and the enemy.

  • I thought it was my crappy old pc, it seems I was wrong. But I suspected more the graphics card in conjunction with DirectX. That pc was running with WinXP.

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  • With a first look at your cap I noticed that the "on shoot" event (event 25) contained a wrong action. It spawns an "EnemySoldeirBullet" but sets the angle of "SoldierBullet". That last one isn't picked and so all "SoldierBullet" will be randomized again and again with every shoot from one of the enemies.

    Also there are targets constantly added without clearing the targets in between.

    It seems that with those corrections it works?

  • When I was forced to use a very old computer for a while, I experienced something similar. I had some success when I right-clicked and selected "center layout" once before scrolling around and always repeated this whenever it happened to blink again.

    I don't know what causes it, and don't experience it anymore, now with a more up-to-date pc.

  • Thanks, i've read some articles and that's very interesting. However i dont get why most of indie games dev stick with 1980 pacman rip-off graphics...

    with such amazing powerful software we have nowadays.. that's beyond my understanding

    Because most of them are not graphic artists, they are artists in game design.

    Example: I know how to manage game flow, I can play around with code, I know how to realize nice effects, I am quite good in music and sound - but I can't draw. If I could, or if I'd found a graphic artist to collaborate, I wouldn't keep it simple. It is just beyond my possibilities <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Let me start by saying this: I was lost around the middle of part 2...but maybe some dedicated programmer wants to take the chance and make this a plugin? Yeah, I know there is one WIP by lucid, but it depends on extrenal libraries and is somehow limited. The following, on the other hand, contains the bare core with all you need, every formula, code examples, etc. Heavy.

    Here is what you learn about the author of the guide:

    "Dr. Michael J. Gourlay works as a Senior Software Engineer at Electronic Arts. He currently works as a senior lead software engineer on Madden NFL. He previously worked on the procedural animation system used by EA, and on Mixed Martial Arts (MMA). He was also a lead programmer on NASCAR. He architected the visual effects system used in EA games worldwide and patented algorithms for interactive, high-bandwidth online applications. He also teaches at the University of Central Florida (UCF) Florida Interactive Entertainment Academy (FIEA), an interdisciplinary graduate program that teaches programmers, producers and artists how to make video games and training simulations. Prior to joining EA, he performed scientific research using computational fluid dynamics(CFD) and the world's largest massively parallel supercomputers. His previous research also includes nonlinear dynamics in quantum mechanical systems, and atomic, molecular and optical physics. Michael received his degrees in physics and philosophy from Georgia Tech and the University of Colorado at Boulder."

    Here is the link to the first of ten parts of his article:

    http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/

  • Just counted your rep, looks about right. There's still some 'rep leaks' that can build up over time. Sorry about that :( I'm still trying to find them. There's still a lot of changes taking place as well (I deleted a couple of other badges recently).

    Ah, I see. I was just so happy to reach the 3k. Well, no time to talk, I have to write another 200 posts in the help section *takes some ice, to cool the fingers down in between* :D