QuaziGNRLnose's Recent Forum Activity

  • Now this is interesting!

    Even if making really complex thing with this, including collisions, would be too difficult, this could at least be used for some great backgrounds/foregrounds.

    Nice work!

    look for my "what i learned at school today" example.

  • i just set width to a negative or positive to mirror my sprite., something like when its facing left set width to abs(.width)*-1 and when its facing right to abs(.width). you dont have to waste any extra memory either!!!

  • shouldn't it grab the layout AFTER drawing?

    i was thinking the same thing

  • HEY.... LISTEN!!!!

    you guys know what i mean

    the sounds are very nice and relaxing not much else to say right now

  • adding to ash's suggestion

    you need to store the missiles x,y position before it had moved using variables (just set one to missile.x, the other to missile .y, in an always event at the very bottom of the sheet) and create an sprite with a plain texture (just a colour fill) at that point, set the height to the desired "thickness" of your trail, and set the width to distance(trail.x,trail.y,missile.x,missile.y). then set the trails angle towards the point on the missile where the trails are spawned on (by default its the hotspot, but im assuming you want it on the back), do these events always

    add to the always an event that sets the trails opacity to ".opacity-(speed of fadeout perframe)" and maybe some timedelta stuff but that shouldnt be hard to figure out if youre using timedelta already.

    lastly create an event to check if the opacity of the trail is less or equal to 0, and add an action that destroys it in that event.

    thats all ! ^_^

  • this is way too vague a question, we need an example of the waypoint system your using, or some more information of what exactly ur doing right now and whats going wrong

  • actually it can be done in 2d, i read up a bit on AO and it seems like it actually wouldnt be too hard to implement using events, but i need a clear example of what exactly ur going for with AO, because in 2d the lightsource can be from the viewsource or from a skylight. and getting the effect to look right largely depends on what you'd be trying to do

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  • i had dial-up until a little over a year ago.

  • have black bg make a layer with all your graphics pure white, then you have to set up another one ontop with a bunch of white squares on it which you tile for the entire screen area. you give those squares an effect that grabs the draw are behind them (additive plus, magnify, opacity plus) set there properties to 0%, then add tint plus to those squares, and adjust the tint of the squares to stain the white gfx below them

    http://dl.dropbox.com/u/1010927/attrbclash.cap

    example thrown toghether, to actually have objects be certain colour and stain the bg like in that "ruins" one would mean you need to adjust the colour of squares which the objects to be colored overlap

    EDIT: heres one with said effect http://dl.dropbox.com/u/1010927/attrclash.cap theres no ordering yet but that would be easy to do with an ordered loop and a family

    i think a pixel shader could be written for it, but setting a "colour" for objects might be hard to implement, your gfx's would need to have their colour incoded in them somehow.

  • > fog isnt difficult to implement, just adjust opacity or filter settings based on Z height of each box id imagine

    >

    Wouldn't that color the whole box instead of making a gradient-like effect depending on how close the 'camera' is?

    yea but thats the simplest way, you would only do it to very far out boxes anyways so i don't think it would be noticeable. having the effect applied to close ones would look ugly tho, but im assuming you just want it so that you have draw distance with a smooth buffer instead of boxes popping in when you hide/unhide them.

  • instead of spamming of the YC subforum you should compress these all into one ITS easy challenge thread, with all the different challenges listed consecutively

  • fog isnt difficult to implement, just adjust opacity or filter settings based on Z height of each box id imagine

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QuaziGNRLnose

Member since 2 Aug, 2008

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