QuaziGNRLnose's Recent Forum Activity

  • <img src="http://upload.wikimedia.org/wikipedia/commons/d/d8/Jpg_pixel_cube_2x.jpg">

    JPG

    <img src="http://upload.wikimedia.org/wikipedia/commons/e/e6/Png_pixel_cube.png">

    PNG + it has alpha support

  • i remember this was one of my very first requests when i joined here.

    it was possible using the viewport extension from mmf2, still waiting on the construct version of that object after a year lol

  • you wouldn't only use that type of object panel obviously

    youd use tiled bg for main filler, and panel textures with "open ends" ie the last shape in my example graphic

    it would be much faster and more intuitive then always moving corner pieces, top pieces ect.

  • why do you require a sprite for terrain generation? it seems you could get off just fine by setting the height of each point randomly,

    perhaps you could create a value map 1/4th or wtv the size of your required size, set every 4th point to its matching value in the value map, then interpolate for values in between which arent every 4th point using cosine interpolation (cosp) perhaps as a smoothing algorithm between the values that point deals with. it would be complicated, but then again what your trying to do is complicated, i dont quite see the use for a perlin noise plugin unless im missing something, perlin noise is just a random value set with smoothing isnt it?

    EDIT: it seems what im describing is simple gradient noise, perlin noise is slightly more complicated in that you would need multiple different resolution value maps and multiply them by each other to create a value set with macro and micro variations

    http://freespace.virgin.net/hugo.elias/ ... perlin.htm

    what i said would need to be combined with some of the stuff described on this page, it would leed to realistic terrain and i full confidence it can be done in construct with a few arrays and some complicated eventing

  • theres no point in this being custom is all, in fact its just a waste of YOUR time. this can be 100% done with the platform behavior, and it would only take one event to add the rocket jumping funcionality, you wouldn't even need all these fancy detectors.

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  • I'm creating a game like this, even the robot character is the same kinda lol (look my avatar).

    Only my game won't be full of it.

    if im not mistaken your avatar is done by Arne

    http://www.itchstudios.com/psg/robotics ... -color.jpg

  • someone had already made this for me once, cant find it tho

  • http://en.wikipedia.org/wiki/B�zier_curve

    wikipedia has a great article explaining beziers for anyone whos interested, it covers basic linear interpolation aswell.

    using Qarp(a,b,c,t) and Cubic(a,b,c,d,t) will respectively do quadratic and cubic bezier curves

  • works the same way as a raster gfx normal finder i had made a while ago

  • the recently released panel object is very cool, but i think it could be even better if it had an option to tile or stretch, so that objects like this

    <img src="http://files.getdropbox.com/u/1010927/tiles.png">

    can be made to look like neatly placed tiles instead of stretched ones.

    an option to individually select stretching modes for panel fill and panel edges would be even more awesome.

  • how do you get absolute coords? did you use window position and add that to the mouse coords or something along those lines.

  • well the branches are a bit too geometrical and seam with the trunk strangely since they stick out at 90 degrees in these ones.

    also note that a trees trunk doesn't ever extend to the top of itself, its only one big trunk at the bottom, and as the tree grows it splits up into more arms.

    as others said, replace the white b/w leaves with alpha, and perhaps give each tree 10-15 "lone" leaves, which arent in packets, just to add some extra realism

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QuaziGNRLnose

Member since 2 Aug, 2008

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