QuaziGNRLnose's Recent Forum Activity

  • Samus was a bit of a ploy tho, you didn't know he was a she until you beat the game or some friend told you/gave you a mysterious "cheat code" and didn't say what it did

  • top down shouldnt be too hard, you just need to have the sky and have a seperate character sprite of his underside on a layer below the ground, then use the erase effect over the ground layer for puddles or wtv, the result will look reflecty

    oh yah throwing in some magnify ripple effects when you step would probably look cool too.

  • iso behaviour would be nice, since all iso stuff is pretty much doing the same thing. although i doubt any devs would have time for it so close to the 1.0 release and end of school year.

  • shh, make yourself seem awesome

  • ive been trying to make 3d polygon rotation for a while now, but i just gave up since i couldnt find the real math for perspective calcuations :L

    nice job on this, id love to see .3ds importing like i heard linkman had done a while ago.

    i might mod this to add mesh distorted faces! if its alright with you

  • i don't really see any bloom :/

    other than that very nice work.

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  • whoops didnt think this through properly

  • im not sure how I explain this the way id like to

    lets say you have a bunch of objects and you want them to act as a single texture when effects are applied to them,like the way particles + effects work. the only way to currently do this is to make them use a layer effect, or paste them all into a canvas.

    of course objects out of layout would not be factored into the texture, as to prevent gigantic textures.

    an effect group could be a check mark for contained objects, so that sprite A and B are in the same effect group, but even though C is contained by A its isnt part of the group.

    you could also add an attribute for that object itself to be an effect group, so that all objects of its type are factored in.

  • lol, respecting my fake trademark

  • make an alpha channel then save for web?

    first you draw your sprite and everything thats not part of him (BG) be the color of the outside of your sprite. (ex, black if it has a black outline, green if its green or wtv )

    then use that same sprite in completely white on a black BG and use that as your alpha channel

    the AA should be preserved as opacity now, instead of being raw non alpha fake AA

  • Hey Newt! hover boards dont work on water...

    UNLESS YOUVE GOT POWAH

    <img src="http://dl.getdropbox.com/u/1010927/hovaboard.jpg">

  • [quote:298jmu1w]Always: set beast value('Distance') to: distance(dave.x,dave.y,beast.x,beast.y)

    [quote:298jmu1w]trigger once (you might need to put this below the other conditions for it to work right)

    +compare distance,less or equal to 100(i dunno how far you want it to be)

    +beast is on ground: make beast jump

    thats how id do it

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QuaziGNRLnose

Member since 2 Aug, 2008

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