AsparagusTrevor's Recent Forum Activity

  • In my opinion the bevel defeats the purpose of using few sprites to make a bigger cloud. If you could have 5 sprites, some filling and debris, you could make a decent looking explosion.

    Yeah, but for that example I wasn't really going for speed, I was looking for a nice effect, I think it moves more realistically with more particles. In a game, I agree, for a steady framerate less is the way to go. I used the bevel to make the smoke look 3D and one cloud, I think it works well, but wouldn't be the best way to go for practical use in a game.

    Hmm, that explosion idea is interesting, I did something very similar in MMF2, using a few fiery explosion particles and a couple of large smoke clouds which grow and fade, works well but the particles have to be animated for the best effect.

    My system doesn't like the motion blur.

    The framerate mode needs changing to Unlimited if you wanna turn the motion blur off, otherwise it doesn't work, I overlooked that bit, sorry.

  • I'll refine it and get something uploaded. In the meantime, I hope you don't mind dude, I played with the smoke effect from one your these examples and eventually made a cigarette smoke type effect. It uses blur and bevel with a few events to randomise the angle a bit. DOWNLOAD CAP FILE HERE

  • Really clever effect there dude. It would be a great effect for metallic objects and the like.

  • I wonder if you can make the particles look like water with some effects..

    I played around with something the other week. It looks cool if you add an Emboss effect to the particles, it makes them look 3D, giving them highlights and shadows, and it makes overlapping particles look blended together as a liquidy blob instead of separate shapes. You can use a Tint effect to colour the particles, like for blood or slime effects or something.

    Also, I've tried using another identical emitter behind it, making this one have a Magnify effect which creates some nice background distortions. When you put the Embossed layer as Additive or something similar, you can see the distortion better because the particles show up as just highlights.

    All of this looks best with some motion blur if it's realism you want.

    I have a cap file at home, I'm at work at the moment though but it's pretty simple.

  • Helllooooooo!

  • Device name: NVIDIA GeForce 8800 GTX

    Pixel shader: 3

    Estimated VRAM: 1002 MB

    Motion blur: Yes

    The VRAM seems a little bit high to me, it's a 768MB card.

  • 2. I had this bug where I made a small physics object fall onto a larger immovable one. The small object just floated in the air above the larger one. It doesn't seem to detect a collision (I tried some collision detection events), but it just bounces off the air as if it hit something.

    I had this problem too, the collision detection seemed to happen early, so the falling object bounced off air above the platform.

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  • Yeah, that's me. Well remembered, Alee.

  • Howdy guys. Thanks for the warm welcomes.

  • heeeyyyy Trev! i remember that zombie game you were working on from KU! are you still wokring on it? welcome to the forums btw!

    Cheers dude, yeah I'm still working on that game on and off.

  • Hey everyone. Some of you might remember me from ages ago. I made a game where you stabbed a hand, and also made a game featuring zombies.

    Anyway, I've been lurking here a while, watching over the topics, I'm up to date with Construct and I've been playing around, although there's a lot I haven't learned yet.

    Anyway, this is more of an intro than anything else. Anyone who knows me, from TDC etc, "Hi". Anyone who doesn't, I hope I can help with bugs and problems etc, and we'll see Construct grow.

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AsparagusTrevor

Member since 8 Aug, 2007

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