newt's Recent Forum Activity

  • Hmmm, hadn't thought about chopping it up yet. Not a bad idea...

    Minor, you wouldn't happen to have a cap I could take a look at would you?

  • Ok I wanted to see how hard it would be to set up a different type of platform movement.

    One where the player stays at the same position, and the world literally rotates as he walks.

    The thing is my solution requires a huge rotating sprite, and its really slowing down frame rate with the rotation.

    http://dl.dropbox.com/u/666516/blw.cap

    So my question is, can anybody come up with a better solution?

    I tried rotating the layer at first, which seemed like a good idea as all objects on the layer would stay relative to the world object.

    But.. you have to have unbounded scrolling, and getting the camera to the right position is a bit tricky, especially since all layers must be the same size.

    One other thought was a canvas, and a distortmap.... but the problem with that is you cant have a canvas thats bigger than the view.

    Thoughts... suggestions?

  • Try copy, and paste.

  • You can either make another 3d box with that texture, and switch em out, or use a sprite with a distortmap. You can "load frame" for it, but setting up the z distortion is a bit complicated.

  • I agree with Lucid 100% here.

    CrudeMik has done the groundwork, and is looking to perfect it.

  • It worked a few builds ago, I haven't tried in a while.

    Keep in mind a distort map will be very chunky, all you can do is basic polygons.

    Quasi's method would be best for the game he referenced.

  • You can get collision detection on a distortmap if you paste it into a canvas, and the texture can be done using u, and v.

  • You would have to use a distort map I think, as the fx method would drive the vram even higher.

    The funny thing is you can disintegrate the image and have a sprite for each pixel, and still have less draw on the system.

  • The only feasible way is to do it like puzzle pieces.

    You start with not one object but many.

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  • Cant have proper 3d collision detection in a 2d engine.

    All you can do is use a dummy sprite....

  • o_0

    Yeah, um keep hope alive there buddy.

  • Try the Tiled background object, set to offset(private variable.current offset + distance blah blah blah timedelta)

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newt

Member since 12 Nov, 2008

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