newt's Recent Forum Activity

  • After looking at your example, Im pretty sure you could replicate that with just particles.

    I'll see what I can do later... after the turkey settles.

  • Thanks, that works better. Something is still a bit off tho, the particle object will start to leave the objects x,y after about 300 pixels.

  • Sure go for it, but I won't limit myself to just particles.

  • One thing to keep in mind is pretty much all the behaviors can be replicated via events, its just that having the behavior is a wonderful time saver. Also once you get the hang of things you'll find simple ways to do stuff, like having the bullet follow something by simply setting its angle to the target angle. And then you can even add multiple behaviors to objects like adding the sine behavior to a bullet.

  • [quote:3hf8fy7k]You can't do s**t like this with realtime particle effects

    Sounds like a challenge.

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  • Yeah thats not a bad idea, its pretty easy sometimes to grab the angle handle by mistake. Right now you can use separate layers like PixelRebirth suggested, or rightclick and lock it from the context. Thing is its set up weird you can lock items one at a time, but to unlock one you have to unlock all.

  • That is an image, you cheater.

    I dont know what your talking about.

  • :P

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  • So...

    Always

    Particles set position to

    ((Sprite.X - DisplayWidth*0.5) * 100 / (100 - Sprite.ZElevation)) - DisplayWidth*0.5

    ((Sprite.Y - DisplayWidth*0.5) * 100 / (100 - Sprite.ZElevation)) - DisplayWidth*0.5

    Was kinda off. My particles initial x,y were way off the layout.

    I must be confusing something somewhere.

    [quote:1atz9zia]Where Object.Value('X') is Object.X before any Z emulation.

    Aren't they the same?

  • OMg I had no idea that kinda stuff could be made Oo me wants to learn how to do s**t like that especially if you could make shadows react to landscape

    Not sure what you mean. I mean you can do some bumpmapping, but something like the shadow caster behavior would probably be out of the question. All though you could fake some shadows with a color filter. In fact you kind of have to if the terrain is all one texture.

  • Well actually my current fix is to use just a separate layer, and no z heights for the sprites.

    The only thing I'm really missing is how the drop shadow object is effected. Its not really a big issue even because I can offset it to compensate somewhat. The size of the drop shadow is the only thing I cant change, but I could even fix that by making my own out of a sprite. Dunno perhaps the ability to change the drop shadows size should be requested.

  • Yeah, I'm pretty much screwed on that one I think.

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newt

Member since 12 Nov, 2008

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