QuaziGNRLnose's Recent Forum Activity

  • this is actually a really cool idea that'll be good to see the vast amount of ways to do things which aren't done all the time nice idea man, good job improving on the idea of that thread

  • in soviet russia, YOU ghost the SHOOTER!!!

  • really cool, but doesn't seem to practical for any large scale thing, id love to see how complicated it is to set up tho, because if its really simple thats a big bonus.

    decrease the window size, its huge and lags everything, plus the render space isn't even being used

    put a tan filter on the mesh distory one and give the layer a colourise, itll look helluva cool (firrre Qzblobs is whatll happen)

  • Well so far what ive seen isnt too impressive, but i have no idea if its userbase related (99% narutards ect) who dont have a clue what theyre doing, or just that the software is a hardware accelerated "the games factory".

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  • <<<< yes we can

    rts games and isometric ones will undoubtedly be the hardest. the more indirect the control the harder.

    any 2d game is possible, be it pong to world of goo, you can do it if you know how, using only events.

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    my brothers (davioware) game made in construct uses sprites with z distortion (makes it 3D) to create a 3d background. although much more simplistic than that in the video, it still proves that its possible to do, and this wasnt very hard to put toghether either.

    technically you could make anything but the more complex, the harder it gets because you need to start figuring out transformation math and stuff like that. which ive done, and to do it you really need to know what youre doing.

  • i you post a cap ill show you how to mount it on a sphere to make a populous style planet

  • *imagines what my bacon would be like with pickles*

    <img src="https://dl.dropbox.com/u/2032810/picklesandbacon.jpg">

    ...Pickles...

    i vote GREEN TURDS on BACON

  • well from what i understand the size of the sprite will alter z heights based on the scale.

    i dont know what youre doing to scale, i assume width and height on the sprite which you load a distort map onto, well why dont you scale things manually by "stretching" the points x and y to a bigger size instead of using "scaling"

  • why dont you just scale the map manually with x,y distortion of all the points at startup? you only need the script run once, and then z heights will be nice and normal.

  • I have some objects set to a certain z height, how would I go about getting something like particles to show at that same x,y,and z?

    Is there a formula for doing that, or perhaps it should be done via another layer set to a different scroll rate?

    well the easy way would be, create your own particle spawner. the math for scaling and movement to attach a non sprite to an object which is free in all dimensions is really complicated to tweak just right, and i don't really see the advantage of using a fake transformation of the particle object that'll look strange and out of place in your true 3d world. not to mention if youre setting the scroll and zoom settings for a layer to control one object, you wont be able to make any others ones, so youre stuck with one particle object. using sprites to make all your paritcles would allow

    -multiple spawning sources

    -its easier

    -your particles can travel through all dimensions instead of just one.

  • yea definitely dont be a nazi about it, its a bit unclear and you'd want people to be able to join during the compo if they wanted to wouldn't you?

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QuaziGNRLnose

Member since 2 Aug, 2008

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