dkdoom's Recent Forum Activity

  • it's nice that you make the effort of explaining music theory! just make sure you're not rewriting "The Raven's Spiral Guide To Music Theory" - it would be a shame to waste your time & energy doing the same thing again.

  • if you need it urgent, you could achieve a perspective transformation by using the math to influence the distort map of the sprite (transforming the grid that the sprite is drawn upon).

    that could be a hassle, though. i wouldn't know, i only understand half of that wikipedia article :P

  • i'm really eager to try it, but the host does not respond to me ... it's probably just a temporary issue, but if it's not, could you upload it somewhere else? that'd be rad!

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  • i'm glad you found a solution that works for you, but be aware that this does not really do what you asked for in your first post ( with 200 / 100, you'll get a 33 / 66 percent split ) </nitpick> :)

  • while you're at it, do you think that 'Duplicate Frames' could also be done by Ctrl-Dragging an animation frame, similar to the duplication of layout objects? that would make this operation even more comfortable than right-and-left-clicking :)

  • you are talking about dividing the new weight depending on the difference between the original weights, so with 200 to 100, the difference would be 100 / 0. in this case, you state you want a division of 25 / 75 percent. for 0 / 0, it should be 50 / 50. that sounds like the unbiased percentage of 50 is halfed for every 100 weight-units an object weights more than its counterpart. i think that is an exponential function ...

    myWeight = 200;
    otherWeight = 100;
    newWeight = x;
    myBias = abs( myWeight - otherWeight ); // the weight bias
    myBias *=( Sign( myWeight - otherWeight )> 0 ); // if its negative, make it zero
    if( myBias != 0 )
        myPercent = .5 ^( myBias / 100 );
    else
        myPercent = 1 - otherPercent;
    myWeight += newWeight * myPercent;[/code:i1z7khp6]
    something like that, i guess; it could be merged into one line, but that would just be confusing. unless you really wanted the division to respect the [i]relative[/i] weights of the objects, which would be simpler.
  • very nice! i like how it the worm is 'designed by math' but avoids to look sterile; the turning motion/swaying makes it really come to life! :)

  • instead of using a mask, i believe it is more efficient (and simpler) to just add an extra condition to your LoS-event:

    + Sprite has LoS to Target
    + Compare: Distance( Sprite.X, Sprite.Y, Target.X, Target.Y ) Less Than 300
        -> ...[/code:akr5ng2v]you could also have the field of view limited by angle, so the actor behaves more 'realistic' (e.g. can't look in the opposite direction he's walking):
    [code:akr5ng2v]+ Sprite has LoS to Target
    + Compare: AngleDiff( Sprite.Angle, Angle( Sprite.X, Sprite.Y, Target.X, Target.Y )) Less Than 45
        -> ...[/code:akr5ng2v](the last one was actually what i thought you had meant when typing 'field of view')
    it's rather easy to do in events when you know how, but i agree that the scenario might be rather common.
  • thanks for your feedback!

    i know that the ability to tilt the camera can ruin the illusion; but apart from that, i would really like to know how it is done properly (since my math is wrong in that regard).

    thats not how we roll around here.

    of course i know that the friendly people of this forum are not going to 'steal' this (aside from the fact that it's nothing special, too). mind you, the cc license is actually an explicit statement that the work can (and should) be shared. if i had not published it under a license, copyright law would have implied that 'all rights are reserved', which would (imho) not be in line with the creative spirit around here.

  • while trying to rip off space harrier, i finally found the guts to bite through the trigonometry required to build a simple faux-3d 'sprite scaling' engine:

    <img src="http://www.dikmann.com/scaler.jpg">

    all behaves well except for tilting the camera. i know it is a hassle to look at other peoples code, but maybe some of you math genius' spot my error straight away ... i would greatly appreciate it! (the code is rather clean to read, too ... :))

    scaler engine v01.cap

    and if anybody wants to use it, there's a friendly license on it that lets you do that, too. yay for sharing! <img src="http://i.creativecommons.org/l/by-nc-sa/3.0/de/80x15.png">

  • hi (and thank you, devs, for 98.7!)

    in the following example, i am trying to create a number of objects equal to the number of lines found in a ListBox, and set their attributes to the values found in the respective ListBox' entries. however, it appears that the second action always treats all sprites, instead of just the one that was created last. i read that creating an object automatically puts it (alone) into the SOL, so i wanted to ask if this is a bug:

    + For each line
        - Create Object: Sprite
        - Sprite: Set angle to ListBox.LineText( ListBox.CurrentIndex )[/code:1iy6gf5n][url=http://www.dikmann.com/sol_foreachline.cap]demonstration .cap[/url]
  • The effect is processed on the object's bounding box

    hm, so it's a bug that a sprite can shift his texture outside of its bounds?

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dkdoom

Member since 6 Dec, 2008

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