QuaziGNRLnose's Recent Forum Activity

  • yea, but short names save so much time when writing expressions!

  • Another random programming test. 3D physics using verlet integration, and 3D lighting using vectors cross products to find normals and vector dot products to find angular differences.

    Controls are mouse click and mouse wheel to manipulate.

    <img src="http://dl.dropbox.com/u/1010927/verlet%20cube.png">

    http://dl.dropbox.com/u/1010927/Verlet%20Cube.cap

    sometimes the normals flip because my physics implementation doesn't iterate for increased stability/accuracy

  • He does this thing where he locks you over his head and then waits, it's cheating.

  • Well all the files downloaded correctly, then when its installing it gets up to a certain point, but eventually just crashes, windows says the program has stopped working, and the installer shows a failure on all the installation because .net messed up (after it had said it worked)

    <img src="http://dl.dropbox.com/u/1010927/1.png">

    <img src="http://dl.dropbox.com/u/1010927/2.jpg">

    <img src="http://dl.dropbox.com/u/1010927/3.jpg">

    <img src="http://dl.dropbox.com/u/1010927/4.jpg">

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  • I cant get visual C++ 2008 Express to install -_-

    link was from: http://www.microsoft.com/express/Downlo ... Visual-CPP

    any help?

  • Yes! you can get (left thumb x) and (left thumb y) and the same goes for the right analog stick and the triggers. you need to use them in an expression though, its the only way it really makes sense. the value scales from -1 to 0 to 1 based on how much its being "pushed", you multiply it to scale and add that to an objects current x,y velocities to get a geometry wars-ish movement. for the gun you make use of angle(x1,y1,x2,y2) and use x1=0 y1=0 x2=rightthumbx y2=rightthumby to get the current "direction" of the stick!

    you should find them and figure it out if you select the xbox360controller plugin when you're writing an expression.

    good luck

  • I've put it off long enough! i wanna start making nifty little things people can use, but i have no idea where to begin, what i need etc. Just point me in the right direction!

  • There's some plugin lying around that shviller made, which if i recall properly draws an image only over opaque areas in a base texture when applied to the object you would use as a "light" and used in conjunction with "force own texture" on the layer the light and object are on. It's called "draw over real"

    http://dl.dropbox.com/u/1010927/Draw%20Over%20Real.fx

    place it in your construct fx folder

  • Updated: added controls for everything and colour, included 0.99.94 .cap

    if someone wants to try their hand at a plugin feel free! Sorry the .cap is messy.

  • Hmm, might try a corner filter for at least top and bottom.

    I didn't even realize those exist up until now

    About the unrealistic behavior, theres quite a few params that can be tweaked to get it more stiff or springy or wtv, i just left it really "drafty" because its funner to play with.

  • I'm guessing wayyyy faster, and newt, it doesn't really need to use distort maps, I only have them in this because i wanted to specify what colour the fur was with events and have control over tip/middle/base etc. colour, but using a graphic is the same and would look totally the same

  • in this, 2000

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QuaziGNRLnose

Member since 2 Aug, 2008

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