QuaziGNRLnose's Recent Forum Activity

  • yea but what i want is something that will actually just mirror all the frames like lets say i made a new animation and drew everything, and then i wanted to make another one with those frames but reversed, imagepoints and everything, auto mirror is fine for somethings, but in more advanced things sometimes it just wont cut it.

    and also, there should be an action that when you perform (mirrors) the sprite so that charcters made up of multiple instances are a bit easier to rig for directional changes. so that means you wouldnt even have to have multiple animations for different directions

    all it would be is set mirror to on or off

  • i remember the games factory used to have something where you pressed a button and it mirrored a whole animation either vertical or horizontally depending on what you chose, this would be a useful feature

    whenever i have to mirror an objects animation which has about 15 frames and 5-10 image points, the task of mirroring everything gets down right tedious, and it doesnt have to be that way.

    a simple right click, then "mirror frames" would be very helpful

  • well my blober character is made using paper doll, but he doesnt really looks like it because of the way i set him up. if you make your character planar and flat looking itll, look bad, but if you make it right youll barely notice, and it'll come out quite nice

    and as you can see in my engine, the benefit to making sprites this way (and animated using construct) is that your character can be very dynamic (infinite aiming directions in this case) while still breathing and moving realisticaly, and arima, that game looks reaaallly sweet. i have to try that anim style sometime, looks damn smooth and i have lots of uses for it.

    its kinda like that worm boss in the new metalslug if youve seen it yet

  • so how exactly do you guys have maya at home

  • Im curious on how youre going to model this, i suspect youre going to load this low poly model with some sort of mesh smooth on it into a program like mudbox or zbrush, so that you can detail it a little better, making muscles using box modeling is a pain if youre going for realism, also how big will he be in game cause that should influence how much detail you add to it, sometimes adding too much detail blurs the subject and makes it look too busy

  • how do you use mask, i never understodd what it did?

  • never saw that game b4, looks cool, i was even planning myself to add lava and "steam" before i saw this

  • if youd like to see how id make the blood go to the slime layer, delete the old tint plus instert inverse and insert another tintplus (after the inverse the default 100% red is fine2) then run

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  • lol this would also be awesome if i gave him a chainsaw and it made tons a blood, its set up so perfectly for that and thank you sol

  • they are pretty genious, i actually figured out how to do them myself, i read the article on wikipedia and understood nothing about any of them except the simplest line form, then the next day at school during french class (uhggg) i started to jot down ways to do it, and came up with that huge mess of code, it worked tho

    (and when the teacher looked down at my paper her face was all )

    im guessing all your doing to make a cubic is using 3 qudratics used toghether?

    anyway ill replace that later

    and david, i did something like yours but different

    when youre looking down or up (using a compare angle) it has to different scalars (is that the word?)

    so it changes to the current code when you look up, and when you look down another code which pulls the gun back

  • > and no i will not put little detectors everywhere, that be pretty annoying lol

    >

    Tell me about it

    But really, I think that would be the only way, at least in Construct. I've seen it in other stuff though, like

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    , where blood decals position themselves on sprites in the correct spot where bullets overlap and whatever. But that's a totally custom engine built from scratch, and the bullets are likely just 1x1 hitboxes or even vector lines that intersect a polygon face or something. I'm not sure exactly how it works.

    ahh, youre methodology has just led me to solving how to do this using something which i already figured out

    ill just save relative coords to the object i want to know the position for and that will retrieve what i want, i shoulda thought of that b4hand

  • how can i use qarp for cubic curves?

    is this for that?

    "Quadratic interpolation. Returns lerp(lerp(a, b, x), lerp(b, c, x), x)"

    im unsure what lerp is tho plz explain ill check the wiki 2

    and is x the time value

    a number from 0 to 1

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QuaziGNRLnose

Member since 2 Aug, 2008

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