procrastinator's Recent Forum Activity

  • I tried 7zip last night and it gave the same errors. Maybe because mine is an older version..

    Like you Soldjah I had problems downloading to begin with... anyway works now. Pretty cool effect indeed.

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  • It's a .zip file but yeah winRAR won't read it.. must be compressed with newest version of Winzip that winRAR doesn't support or something.

  • [quote:1xg076jn]I'm having this same problem...

    Any solutions?

    I would just wait on the new build which is due anytime now...

  • Not possible as sprites use DirectX.

    edit> Ashley is stalking me!

  • A quick one before I head off to bed..

    You can assign the particle to the bullet object through containers (there's a tutorial on the forum somewhere). That way, when a bullet is spawned or destroyed, the particle is too.

    In events you'd have something like -

    ForEach BULLET

    + PARTICLE.x = BULLET.x

    + PARTICLE.y = BULLET.y

    and so on..

    means it's an EVENT

    and + means it's an ACTION

    that was a quick sample and I'm sure someone will give a better one soon enough

    edit> seems Ashley beat me to it

  • Cheers mate!

  • ahhh that's what you meant by that hahah

  • If it's just for the main character and there's not too many animations, couldn't you just pre-render the effect in Photoshop (or similar) if you like it that much? I guess it all depends on the number of characters/enemies/whatever and how many frames of animation they have. When you have to do something manually and it's a lot of work, you tend not to love it as much

    On a side note, I love the style of this. I could imagine a type of "Another World" game but more surreal and dark. The motion blur was nice and if you can get away with pre-rendering it then it'll add to the style. You could could probably get away with a subtle trail of the sprite as it moves (like mouse trails but not as extreme). When the character is stood still, the trails could shake gently around the character, very subtle.. like within 2 pixels of the boundaries of the character. That's just some ideas I get when I look at it..

  • Ahh great stuff!

  • System: Intel Conroe Dual Core 2.13ghz, 4gb RAM, ATI x1900xt (512mb).

    Motion blur version stutters, not smooth at all. Non motion blur version is ultra smooth. I'd stick to having no motion blur.

    I'll try and test it later on my old P4 2.4ghz with an old ATI s9000 Pro GPU.

  • Create a sprite. Assign the Sine behaviour to it. Check the actions for the Sine behaviour...

    It looks like it has the wrong actions assigned to it. The actions are the same as the ones from the Rotate behaviour.

  • I barely coped with the maths to draw the shadows.. Optimisation is always a good thing though. It frees the cpu for other things like the physics. It's taking some extra cpu firing from every circle's edge (x2) and for your more accurate version it's halved the framerate for me. If it was only firing from 1 obstacle it would probably only have dropped by 10-20%.. theoretically. That's why I'm seeing it as worthwhile effort to optimise.

    Thinking about it though, I can imagine spending a crapload of time optimising it to only fire from the 1 obstacle and the next build of Construct includes "point in polygon" checking! I think I'll wait then...

    Can't wait to see the results though! Keep me posted!

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procrastinator

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