Dines's Recent Forum Activity

  • My personal interface dream is one where you can run the whole thing using keystrokes. I personally hate using the mouse, it's so much quicker just to do clackety-clackety-clack on the kboard.

    Dunno if this is possible yet, since I can't run Construct till I get a better machine, but it'd be ossum if one could use the event sheet editor without NEEDING to touch the mouse.

    So, maybe press left to highlight the conditions and right to highlight actions, up/down to go up and down through the conditions and actions, shift+up/down to skip straight to the next event, and so on.

    Arrows and keys would be lovely, for those of us who despise the mouse.

  • Dunno if it already exists, but a frame ticker would be good.

    So you could use it in conditions, eg:

    Every 10 frames, offset 3

    --- do something

    Would mean that, after 3 frames, a 10-frame ticker initiates.

    This'd be good for having many instances of the same object. You could do this:

    Every 10 frames, offset random(10)

    --- do something

    All powerups would move at the same rate, but they'd be randomly offset. So you don't get all coins rotating in perfect unison, etc.

    And if you could create a function to run in 10 frames' time:

    On Start

    --- Function: Call 'Something' in 10 frames' time

    On 'Something'

    --- action

  • And Spag' Bol' support... I'm still waiting...

  • It'd be nice if we could have an effect to cast volumetric light, which can be blocked by other objects with a higher Z order than the caster.

    Some examples may be:

    • A church in a platformer where light streams in from windows. The player and enemies block the light as they pass. They may not necessarily block all the light, as some would have light going down either side. So perhaps an ability to determine how much of the light gets cut out by each object. This would let you have wide objects that block the whole stream, and narrow objects which only make their shadow area slightly darker.
    • A space game, where with the sun onscreen, ships cast a volumetric shadow behind them.
    • Platformers, especially cutscenes, where someone opens a door and the shaft of light gets blocked by the player. Great 'player leaves/enters dungeon' effect.
    • Could be a useful feature to exploit to create realistic flashlights, which get innately blocked by obstacles.

    Would be even cooler if the effect could somehow use an image to colour the light (windows with many panes, or stained glass windows).

    I dunno if there's much written online about this, but it'd rock

    EDIT: Might this help? http://www.vrvis.at/via/resources/cours ... hics-2004/

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  • Poxy onboard graphics, 32mb.

    Works.

    Slow as hell XD

  • Mummy.

    Could you maybe do a little mock-up of a sprite following the mouse, like in mine, just so we can see a straight comparison? I'd love to see it

  • Scweemshots pwease?

    I'd love to see it in Construct!

  • It'd be nice to see it, and construct has the horsepower to handle it better too

    The only important thing to bear in mind - which people often don't realise with motion blurs - is that there's never a 100% opaque copy of the sprite visible. People imagine it as a fading trail behind a solid object, but that couldn't be further from the truth.

    The motion blur actually blurs the object itself, stretching it between where it was at first, and where it is now. So if the effect was applied as a separate object, it'd need to make sure the original object is invisible. Otherwise the effect doesn't work.

    One advantage of having to use events to code it in MMF was that the sprite itself is being used as the paster to create the blur. So by the time the blur is finished, the sprite is the same opacity as the rest of the blur (it basically takes the place of the final 'instance'). But of course, if it's applied as an effect or effect object instead, that may be quite different.

  • Lol, ta. I still can't get over how fast it is, and how real it looks in motion. Only downer is, it looks better on lower framerates, cos it's skipping more pixels at a slower speed. Because it works like a real motion blur, if you have an enormous framerate then you'll hardly notice the effect.

  • Just forgot one thing, the luminoscity value.

    This basically adds an extra % to the opacity of the object, so if it's a light, you can have a luminoscity of 50% or something. That'll adjust the opacity, making the light appear brighter, so you get some more realistic streak effects.

    It emulates the fact that light sources are sending more light to the camera's sensor, thereby creating a deeper impression than a normal object reflecting indirect light. So the motion blur is stronger.

    In maths terms, I haven't tried it, but I'm guessing you'd have do something like this:

    luminoscity;

    distance;

    step;

    base opacity per step = step / distance * 100;

    lum opacity per step = step / distance * luminoscity;

    opacity per step = base opacity per step + lum opacity per step;

    So your final opacity per step is the spread object's opacity, plus a spread of the additional luminoscity.

  • This is a very realistic effect that I've managed to program in MMF (construct's still iffy for me, I think my laptop's too pants), and think would be awesome if you could make an effect for it (rather than having to use events).

    It would have these parameters:

    • Step (in Pixels)
    • Luminoscity (0-100%)

    What it does is thus:

    When an object moves very fast, it jumps a few pixels. This effect loops from the start point (previous frame) to the end point (current frame), drawing copies of the object on every step pixels in between.

    Additionally, each 'instance' that it pastes has its opacity split this way:

    step / distance * 100%

    So if the object is moving at 100px/f, that means it's travelled 100px between this frame and the last one.

    So instead of drawing just one object, if it has a step of 1px, it'll draw 100 instances of the object, all at 1% opacity.

    This emulates very very realistically the motion blur in every day life.

    You can see the effect as it appeared in MMF below. It has practically no slowdown over distances of about 300px, even in MMF. So I can't imagine how fast it'd run in Construct!

    <img src="http://i202.photobucket.com/albums/aa130/ChrisDines/scrn_motionblur_3.png">

    <img src="http://i202.photobucket.com/albums/aa130/ChrisDines/scrn_motionblur_2.png">

    <img src="http://i202.photobucket.com/albums/aa130/ChrisDines/scrn_motionblur_1.png">

    This last one has got the cleanup routine switched off (since this one is hardcoded in events, obviously), and shows better the effect over several frames.

    You know you want that on your Sprites

  • Just a quick Q:

    I can't run Construct yet cos my laptop's too lame, but have you added that feature I suggested a little while back for disabling and greying out events by clicking a little tick next to them?

    Could be a cool little addition if not, cos I hate the way of doing it in MMF.

    So like, all events appear like this:

    • Blah 1
    • Blah 2
    • Blah 3

    and you can click the '-' to disable/enable an event like this:

    • Blah 1
    • Blah 2

    x Blah 3

    ...so Blah 3 still looks the same as before, it's just greyed out and has a cross next to it instead of a line/tick. That'd own for debugging!

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Dines

Member since 5 Jun, 2007

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