QuaziGNRLnose's Recent Forum Activity

  • yea, but you cant jump on the fly, if feels disjointed to have to charge all the time

  • why dont you post all of your questions in one thread, and add to it as you get more questions, stop spamming the forum with questions.

  • make sure it supports analog control rich (like the extension for mmf), a simple joystick plugin isnt of much use.

    and make sure it can detect all axis' of a xbox 360 controller, because theyre one of the most popular PC joysticks/pads wtv, and used by alot of ppl.

  • plz dont use rar, its so useless, zip is fine for compressing pretty much anything, and its build in to most OS's. alot of ppl dont want to open your file because theyre rar, and because they dont have winrar.

    only use rar when you want to compress big files over 50mb or wtv.

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  • when you press s you should instantly get a lil bit of jump charge, so that if you just press the button, youll jump, but if you hold it, you can jump even higher.

  • well when i tried uploading my avatar to the site, i got that message, i had to link off site for it to work properly.

    has anyone else ever gotten this message?

    i find it funny that a png could harm anything

  • its extremely easy, all you have to do is create square blocks, make all the various pieces out of square blocks, move them on a grid equal in size to the blocks, move each piece as a whole, then stop them when they hit another block/the floor. then all you have left to do is check for blocks in each row with a piece and destroy rows when they are full.

    before asking questions, try to figure things out for yourself, youll learn more that way.

  • No, those features are not objects, they're canvas capabilities, so they would have to go in the canvas object.

    What's the formula for cubic interpolation?

    well i have it in my game, one sec

    this is what i use for x

    (((Sprite15.x+((Sprite14.x-Sprite15.x)* ('t')))+(((Sprite14.x+((Sprite.ImagePointX(5)-Sprite14.x)* ('t')))-(Sprite15.x+((Sprite14.x-Sprite15.x)* ('t'))))* ('t')))+((((Sprite14.x+((Sprite.ImagePointX(5)-Sprite14.x)* ('t')))+(((Sprite.ImagePointX(5)+((Sprite.ImagePointX(4)-Sprite.ImagePointX(5))* ('t')))-(Sprite14.x+((Sprite.ImagePointX(5)-Sprite14.x)* ('t'))))* ('t')))-((Sprite15.x+((Sprite14.x-Sprite15.x)* ('t')))+(((Sprite14.x+((Sprite.ImagePointX(5)-Sprite14.x)* ('t')))-(Sprite15.x+((Sprite14.x-Sprite15.x)* ('t'))))* ('t'))))* ('t')))

    for y

    (((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t')))+((((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))+(((Sprite.ImagePointY(5)+((Sprite.ImagePointY(4)-Sprite.ImagePointY(5))* ('t')))-(Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t'))))* ('t')))-((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t'))))* ('t')))

    as you can see, its a B**** to set up, and its very confusing, having a Carp(a,b,c,d,x) would be very usefull, as drasa said, thankfully cubic is the highest order needed.

    for a 5 order thing youd need something like

    ((((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t')))+((((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))+(((Sprite.ImagePointY(5)+((Sprite.ImagePointY(4)-Sprite.ImagePointY(5))* ('t')))-(Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t'))))* ('t')))-((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t'))))* ('t'))))+(((((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t')))+((((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))+(((Sprite.ImagePointY(5)+((Sprite.ImagePointY(4)-Sprite.ImagePointY(5))* ('t')))-(Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t'))))* ('t')))-((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t'))))* ('t'))))-((((((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t')))+((((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))+(((Sprite.ImagePointY(5)+((Sprite.ImagePointY(4)-Sprite.ImagePointY(5))* ('t')))-(Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t'))))* ('t')))-((Sprite15.y+((Sprite14.y-Sprite15.y)* ('t')))+(((Sprite14.y+((Sprite.ImagePointY(5)-Sprite14.y)* ('t')))-(Sprite15.y+((Sprite14.y-Sprite15.y)* ('t'))))* ('t'))))* ('t'))))+)*('t'))

    yea, something like that.

    the wikipedia article explains it very well

  • http://en.wikipedia.org/wiki/Bezier_curves

    this is what they do: lerp does this

    <img src="http://upload.wikimedia.org/wikipedia/commons/8/89/Bezier_1_big.gif">

    Qarp does this

    <img src="http://upload.wikimedia.org/wikipedia/commons/2/2d/Bezier_2_big.gif">

    could you implement something for cubic curves, they're the most difficult, and the most confusing to set up (i know you can just do lerps but still)

  • cool, but if it were to be implemented it would be awesome if it used something similar to the custom collision mask for physics.

    does that use events? if so plz post a cap

  • ashley? will there be custom shadow masks anytime soon?

  • David can you post your meatcubes in a cap

    or can someone please post a working example of springs, i havnt gotten them to work yet.

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QuaziGNRLnose

Member since 2 Aug, 2008

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