Drasa's Recent Forum Activity

  • AAARGH DDDD

    I laughed my head off when I saw your meat squares! They are great X). I can't wait to make some myself. And of course, spined tentacles too ;D.

    Maybe Scirra's next physics tech demo is going to be named "slaughterhouse.cap"...

  • Hey! I got this idea from that Aquaria trailer and Arimas post about bones! I used a bezier as a "spine" for the mesh. I think that this effect is very useful for, trees waving in wind, tentacles, springs and such. What do you think?

  • Question: Can these mesh distortion effects placed on any surface or are these sprites-only? And do they use GPU or CPU?

  • Yay! Polar cordinates. Should have remembered! Thanks, Ashley.

    With polar coordinates, making these was easy:

  • Well, I used function object for workaround because it can be set to forget selected object list, but more control over picking would be definitely nice.

    I think that overlapping stops at the first overlapping pixel too, but maybe Ashley can confirm this?

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  • I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.

    Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.

  • I tried to create a circular wave and played little around. I got this funky effect . That mesh is pretty fun to experiment with if you know some trigonometry.

  • Awesome effects - those all should be built in . I can imagine the underwater scenes made possible by those effects! Even though it would be possible to do with loops and expressions, ease of development is important so add them. (And effects coded with C++ are faster, too...)

    Edit: Oh, I forgot. What kind of distortions I would like to have... You know, when a water drop drops to a puddle it creates circular wave. That kind of effect would be nice... and some kind of "punch" and "pinch" effects.

  • Hello. I noticed this strange behavior. I can't find any flaw in my eventing, it's propably an error in Construct... I included explanation in comment in .cap, but I summarize:

    There is three events, one which creates the object, one which modifies the position and angle and one which modifies them back to the original position. On that tick an object is created, only ONE of these modifying events performs, although both should.

  • Kr-hm... bump.

  • There should be other collaboration features too, like exporting single layouts or event sheets, or consisting projects of many .caps. But they are not that important that they couldn't wait past 1.0...

  • The problem lies in the event

    > GunSubtract 1 * tickcount from 'Reload'[/code:1vtgmywb]
    
    If it was  
    
    [code:1vtgmywb]> GunSubtract TimeDelta from 'Reload'[/code:1vtgmywb]
    
    And if the "loading" action was
    
    [code:1vtgmywb]> GunSet 'Reload' to 0.250[/code:1vtgmywb]
    
    It worked. Of course you can multiply TimeDelta by 1000 and use the current 250 value.
    
    See, the TimeDelta there means that it subtrackts "1" from the 'Reload' per one second. So, if the reload value is 0.250 it becomes less than zero in 250 milliseconds.
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Drasa

Member since 5 Jun, 2007

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