David's Recent Forum Activity

  • The gaps are because the images are 30x30 instead of 32x32..and the graphics card makes them 32x32 and leaves a transparent region which are noticable with linear interpolation.

    I surpose a good idea would be to add pixels to the bottom and the right of the image so the image, while being 30x30...would actually load at 31x31 but render as 30x30..that would fix the glitches.

    Now to work out how to do that

  • Actually faggotron was correct in his answer.

    Heres a diagram explaining:

    <img src="http://img507.imageshack.us/img507/6259/itworksca1.png">

    So the maths would be something like:

    Set value of myangle to abs( angle(Bx,By,Ax,Ay)-angle(Bx,By,Cx,Cy) )

    If myangle > 180

    ----- myangle = 360 - angle

    Or if you want to do it in 1 event with 2 actions:

    myangle = abs( angle(Bx,By,Ax,Ay)-angle(Bx,By,Cx,Cy) )

    myangle = myangle > 180 ? 360 - angle, angle

  • Its not just hi res graphics..just any graphics which are antialiased, but you are right about pixel art...it gets ruined if its blured.

    Whats this gaps between tiles thing?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Very nice A great demonstration of looping in construct and good example overall!

  • I recently played a game on the Dailey Click and noticed the cut scenes used parrallaxing between the foreground and background. However, it was a little strange as the screen scrolled really slowly and you could see the images jumping entire pixels.

    So I thought this would be a simple way to demonstrate constructs linear filtering technique and compare it with point sampling. Linear filtering is on by default in all Construct games and allows objects to render at floating co-ordinates

    http://www.fileshack.us/get_file.php?id ... mpling.zip

    The pics I used are from a recent holiday

  • We plan to have a 'set texture' and 'get texture' function in many of the objects. For example, you could use an animated sprite and then have

    always

    ----- set front texture of cube to sprite.texture

    Likewise you could use this with other objects...such as setting the texture of a sprite to the texture of the canvas...allowing you to use the canvas object to allow the user to customise their own car and spray paint it etc.

    As for this example, its good but has some obvious disadvantages...such as the lack of a zbuffer and vanishing point perspective.

    I like how you've used only 3 faces...we will try implimenting that into 3d box so less vertex are sent to the graphics card.

  • Well you could replace control with left click and space with right click. Anyways it was just a suggestion, these kinda things u just gotta tweak with and see if they work or dont work.

  • [quote:qmmh78xa]also will you be able to give the cool map and gradient animations, which could make for some very cool possibilities.

    Not yet, however I will make an action 'set subtract texture to ' and select the sprite object. It will use the sprites current texture...therefore if the sprite is animating you will have an animating cool map.

    However, the subtract texture in construct gives you a lot more options that the cool map in the flame object. As well as offsetting the texture, you can also rotate and scale it.

    [quote:qmmh78xa]and are you able to make the coolmap slowly change in strength via a smooth edge or will it be like in mmf2 where you simply draw solid or transparent to define what is cooled or not?

    The one in MMF should have been smooth edge as well...I think I made it use the red channel..anyway the subtract map works in the same way, except each channel is handled separately.

    Whereas the flame object was greyscale, the plasma object uses every channel of colour. So if you paste a Mario sprite onto the plasma, you will see the Mario sprite float upwards in a smoke like fashion. Should make fake motion blur easier

    [quote:qmmh78xa]will u be able to change the gradient to anything you please (via the picture editor) like in mmf2?

    Currently no. However, eventually there will be a pixel shader that takes a greyscale of the thing its rendering, and maps one texture against another. This of course could be useful for more than just the plasma object. But this will require some changes to the IDE and the runtime as pixel shaders dont currently support storing their own textures. And as alpha channels are handled natively to construct, the alpha channel in the mapped texture would be used to determine the alpha of the gradient.

    Anyways I got to go I think the boss is noticing....

  • Love your artwork as always !

    It plays a lot better now with the random acceleration removed.

    My only other suggestion might be that it would play better if the character always looked at the mouse. Like you set the direction Rotation property in the eight direction to none, and then add an action

    Always : rotate 500 * timedelta towards MouseX, MouseY

    And that I imagine would make it play easier.

    However, it might make it too easy. I think some of the challenge in the game comes from the face you aim in the direction you look...so you have to actually move in order to face a different direction which makes things a lot more tricky!

    Up to you

  • On a side note I do plan on adding additional features to the particle object. Ashley is right in saying that for more complicated situations its better to use sprites as you can control each object, debug them better, etc etc, but lots of people seem to be using particle objects in their games and I feel that being able to scale them and rotate them would improve the overall appearance of our games.

    Basically I'll use the current method of rendering if there is no scaling and no rotation...otherwise I will use a simple blit (same as sprites do) to render the particles. However, this is likely to only be 1/4th of the speed, but it certainly would not be slower than using manual sprites.

  • Doh! Forgot to free the box2d body. Fixed for next version.

  • Na not yet. I have a small problem to fix regarding what happens with the flame when you scroll / zoom / rotate.

David's avatar

David

Member since 21 May, 2007

None one is following David yet!

Trophy Case

David has no trophies yet!

How to earn trophies