QuaziGNRLnose's Recent Forum Activity

  • OK Ill stop being a douche and show everyone what my explosion generator is, and yes its good for alot more than that, here open the caps and youll see, and youll believe.

    but im just saying this, remember me when you use this effect.

    and tell ppl im behind its greatness

    and yes that orange guy was drawn by me and is going to be used in a game with this gameplay element as its MAIN purpose

  • alright ashley, thank you

    and jewsen, im fine with you showing your other method, im curious too see what alternatives there are too what im doing, its cool 2 see how different people try to do the same task, like looking at 2 completely segregated populations in history and comparing them.

    oh yah, its not the fire which i suspect 2 become cliche, its more'so whats backstage.

  • Well if anyone's interested in turning this into a community project I'm down for it. We might want to move away from the whole Asteroids style gameplay though, I don't want to step on Graviroid's toes. I mean, that dude just released his game like a few days ago.

    Would be interesting to see what other styles of gameplay we could come up with while still using the gravity thingumer though. Some kind of puzzle game maybe?

    Edit: I mean community project like how it's been going so far, kinda casual style. I don't want to commit to anything, but if I feel like it I might tweak it a bit or add some graphics now and then or something.

    that pm i sent you, i think it would be quite good for this dont you eh? i myself have thought of using it in THIS EXACT SAME WAY after seeing your thread.

  • you guys wont understand why it will become cliche if i dont show it, you actually need to see how it works, the method is better for alotmore than just explosions, ill tell you that much.

    oh yah, it doesnt use plasma.

  • well, i cant do it at all, so you cant be that bad, this effect is pretty good, the only slight problem is its not recolouring the colour, its tinting that ceratain colour, but you could always make youre recolourable sprites out of grey if u wanted 2 to counteract this problem, it just doesnt recolour coloured sprites perfectly, but its still quite usefull

  • wow, linkman is amazing, i see him becoming one of the ig extension maker fors construct, kinda like LIJI

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  • dave ill PM you a cap, i really dont want this method getting out yet, because im using it for a game, and i wanna be recognised for it, when i release the game, or when my intrest in making it dies, ill show everyone who doesnt know how its done.

  • i think there should be a REALLY inacurate mode on colision finding, im not sure if his is possible, but sometimes you just want objects to know their colliding,but not do anything until they can, instead of affect objects alot, so that if the "tubes" intersect, its not at the high priority or even medium for them to move and push everything out of the way to make a space, only things which can easily move will move,but not have to be 2 percise about what theyre hitting or not, i think there should be an option for such a thing, like "dumb collision" finding. it would make fluid simulations (which i reallly need for a project) easier.

  • this also happens when 2 many objects are intersecting, and the cpu cant perform the resulting calculations, then it just lags out and freezes.

    as you said ellipse helps fix this very well, as when you have a lot of objects,boxes tend to create very little spaces, like bricks, vs ellipse that when stacked still have space (like stacked tubes) that something can move into and fill, this is why a stack of tubes can roll off itself easily, but a stack of bircks cant.

    imagine this stackability as, the harder it is for a shape to roll off itself, the harder it is on the cpu.

  • this would be pretty useful for sprite recolours, basically, you give it a hue,sat,lum value that you would like too recolor, and then you give it another HSL color that youd like it too recolor too. (rgb could work 2)

    then theres extra parameters like hue tolerance, saturation tolerance, and lum tolerance, these values tell the effect to recolor color A's h,s,l, values neighbors (lets say same hue but diff lum or sat colored pixels would be a hue tolerance of 0, and sat/lum tols of 255 ) to the resulting transformation from color A to color B.

    bassically the tolerance allows the effect to change the colours which are in the range of the tolerances, these must be HSL to allow for easy recoloring. giving a tolerance of 0 would make the effect only change that resulting parameters (H,S or L) of color A. giving a value of lets say 255 would make the effect change any hue,sat or lum in the resulting parameters hsl.

    its hard to explain but i think you get the point. this effect would be usefull for anything pixel art, or with a unified color scheme, but mostly PA.

  • i think it was over the size limit anyways, and its about 16 events, but thats just cause of the way they spawn particles, the bouncing ball movement is quite useful for making trailers, like the ones seen here

  • im not gonna upload the cap for this because im using it in a serious project and i dont want other ppl using it, and it becoming cliche. its pretty simple to make and I KNOW ppl who want quick good looking explosions will use it (see metal slug explosion lol), use it as inspiration. its pretty complicated in some respects and im not sure how much of a gpu whore it is, doesnt seem too bad atm. click to create explosions.

    its meant for 60 htz screens, so it might looks weird on anything else, as the timing is non delta.

    http://www.mediafire.com/?sharekey=0aa4 ... b9ebfa7050

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QuaziGNRLnose

Member since 2 Aug, 2008

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