bladedpenguin's Recent Forum Activity

  • Assuming you mean

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    , Theres a really good Wikipedia article on it. It's got a fairly detailed animation that lets you see where the joints are. You can make these joints with the Physics behavior, but I prefer the Chipmunk Physics. Each bone in the linkage will be a separate sprite, and you'll have a motor on the central crank, powering the whole thing. Play around with it and see how it moves!

    You probably want some other kind of joint to stow the legs for flight mode.

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  • In what way do you want it to be like a bird? You must first determine what it is that makes a bird "bird like", then we can try and figure out how to emulate it

  • I would do it with a set of timers. Take your first action, and let it be triggered by the start of the layout OR the last timer. At the end of the first action set your first timer. Take your second action, and let it be triggered by the first timer. As part of the second action, set a timer to trigger the third action. As part of the third action, you can set a timer that triggers the first action. You can right click on an event to Make it into an OR block.

  • There is a way to save the entire state of the game. Just use the System Save. If you only want to save that one layout, there are a couple things you can try. You can save everything, and then OnLoad, reset everything you didn't want to save.

    The other thing you could try would be to loop through everything on your layout and save it to JSON.

  • You would have to look into what the solid behavior actually does, which is push a sprite backwards untill in no longer colides. You could probably set up a loop to do something like that.

  • Awesome! I found your list of C2 variables when I went to go post my WIP to the effects board. I guess I should spend more time poking about the site and less time googling. oh well.

    The tester I found was http://shdr.bkcore.com/ , but ShaderToy seems more useful, and i think I'll use it if I ever next time I want a shader no one else wants to make.

    To figure it out, I pretty much did as you said and took apart the default shaders and reworked the math.

  • I would absolutely support such a system. It would be nice to upvote whenever someone helps me out with somthing!

  • Thats a good idea. Gotta love Containers! I think I'll end up with two separate sprites anyway. I'll have the Base for solid collisions, and the decoration, which detects collisions for z ordering and fade.

    I was a disappointed that nobody pointed me towards any documentation or tutorials on how Effects work in C2. I found plenty of tutorials online about glsl and other shader languages, but I really had to work for it and guess to figure out that GLSL was the language in question, or that the .fx files are fragment shaders, or that when I get the front color it is considered to be in a premultiplied state. I was able to find literally no documentation at all on how C2 handles shaders.

    Anyway, here is what I got:

    Anyway, I built the shader I wanted, and threw in X axis support for lulz.

  • I was thinking it would be cool for architecture to fade at the top when you walk behind it, but for it to stay solid at the bottom. I asked around, but noone knew anything, so i created a shader! https://www.dropbox.com/s/fv94dulcw62vl ... adient.png

    You can set the Opacity at the top, and you can also set the width of the gradient, in case the sprite is supposed to have a base that never fades. In this example, I have the opacity at the top set to 0 and the width set to 50%. I also threw in an X axis component just because.

    https://www.dropbox.com/s/5lja8h5cnwy7h ... addon?dl=0

    This does everything I need, but I think it would be good if I could reverse it somehow, so the faded part shows up at the bottom. It would make sense for it to do that when negative widths are entered, and it would be really easy to do this with an if statement, but I heard that branches are a bad thing to stick into the rendering pipeline. I'd love for some of the pros to weigh in and show me how it's done!

  • Sorry about the convoluted sentence structure. Cats and programming do funny things to the way I understand things.

    Are you tracking bonuses at the instance level or the global level? If you create a new variable for bonus things, it would make sense for it to have the same scope as the rest of your score related variables. I'm guessing global, but if its a multiplayer game you might be doing something different. So you have a new variable, called BonusRate. It starts at 0. Whenever you get a bonus, you add 0.1 to BonusRate and leave Score alone. Every second, you add BonusRate to score. That way, when you first start off, BonusRate is 0 and nothing happens to the score every second. After you pick up one bonus, BonusRate is now 0.1 and 0.1 gets added to your score every second. After you've picked up two bonuses, your BonusRate is now 0.2, and every second you get 0.2 extra points. If you get a third, it becoms 0.3 etc etc etc

    A different approach might be to track the number of bonuses picked up so you can ;display it to the player. Then, if you picked up 5 bonuses, your Bonuses variable is now 5, and every second you do Score = Score + Bonuses*0.1, so every two seconds you get a point.

  • Keep a variable to track the bonus rate. When first get an upgrade, it increases to 0.1. For the second, Bonusrate become 0.2 etc. Every second, add that bonus rate to the score.

  • Beautiful shaders! I have a request, if you don't mind making it. I'd like an effect that will cause an object to fade only on one side? When the player walks behind a pillar or something, I'd like it to go semitransparent. I could do this with a tween on opacity, but I think it would look better if the bottom of the pillar or tree or whatever stayed fully solid, while the top became translucent to show the player.

    I'd want the Opacity at the sprite's y=0 to be 0, and the opacity at the sprite's Y= height to be 100. Ideally, I'd want to be able to smoothly tween the effect on and off.

    Thanks for all your hard work!

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bladedpenguin

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