tulamide's Recent Forum Activity

  • Or you just do it with the two events and without the need of a behavior as I showed in my cap in my first post <img src="smileys/smiley17.gif" border="0" align="middle" />

  • How I'd love people to more often use events. It would help so much understanding what is going on with the objects :)

  • Here you are:

    mediafire.com/file/74rcbjcsv1b9d9a/planetattraction.cap

    For tasks like this, sin and cos are your friends. The principle is as follows:

    1) Calculate the distance from the objects to the planet on creation (posRadius)

    2) Calculate the angle between the objects and the planet on creation (posAngle)

    3) On every tick

       - rotate planet by 'rotationspeed'

       - rotate 'posAngle' by 'rotationspeed'

       - set object's x to planet.X + cos('posAngle') * 'posRadius'

       - set object's y to planet.Y + sin('posAngle') * 'posRadius'

       - reduce 'posRadius'

    You can reduce 'posRadius' with a fixed value. I reduce it based on the object's size (smaller ones get attracted faster than bigger ones). If you don't want that behavior, just set object's 'factor' to 1 in event 2:

    replace

    -> attracted: Set 'factor' to .Width / 32 - 0.5

    with

    -> attracted: Set 'factor' to 1

    Set the strength of the planet's attraction with the pv 'force'.

  • Line of sight is pretty much straight-forward, you can always replicate it with events or python.

    Have a look at this thread and scroll to my "cone of view" example (cap included):

    scirra.com/forum/solved-custom-lineofsight-issue_topic43661.html

  • A general word about LOS:

    The line of sight behavior isn't designed well for use with multiple-instances-objects.

    For each loop:

    The for each object loop shouldn't slow it down noticable, if at all. An action with a multiple-instances-object will loop through the instances anyway.

    Something like

    + land: Value 'somevar' Equal to 1

    -> land: Set filter to somecolor

    will execute at the same speed than

    + For each land

    ++ land: Value 'somevar' Equal to 1

    --> land: Set filter to somecolor

  • Thank you all <img src="smileys/smiley1.gif" border="0" align="middle" />

    <font size="1">Somebody wrote:</font>

    "BUT... is it BOOM or BLOOM? Because Boom is totally taken in the future"

    I wasn't sure how to call it. I used 'Bloom' some time, but in the very last moments I found out that besides its normal meanings, 'boom' can also mean 'blossom' and even 'tree', so I decided to use it, but forgot to change the exe's name. Sorry for the confusion <img src="smileys/smiley9.gif" border="0" align="middle" />

    <font size="1">alessandroLino wrote:</font>

    "One thing that bugs me is the fact it splits in many branches in a single point. You could make it split in one or two branches with some blossoms, but more often along a branch. This way the trees would be more 'solid'(couldn't find a better word) instead of having looong branches sometimes. Could be an optional setup, as there are some trees that actually have loong branches."

    I am aware of that and it is one of the things I try to improve. The problem is, that it all really behaves similar to DNA. It's not as easy as clicking a switch or changing a variable's value. All depends on each other and the slightest change at one point influences everything else. But it will be improved soon <img src="smileys/smiley1.gif" border="0" align="middle" />

    Oh, and for the curious: The trees used in the images of the first post are -666, 207 and 824

    (I hope the minus sign will be displayed correctly, instead of a question mark)

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  • So you are in desperate need of some trees? Fear not! <img src="smileys/smiley4.gif" border="0" align="middle">

    <font size="3">This is Boom.</font>

    Billions of trees for you to use.

    No repetitions.

    Brushes.

    Ease of use.

    <font size="3">And this is Boom.</font>

    Two of Boom's generated trees used to compose a landscape

    <font size="2">You need a more artistic approach to trees? Here you are:</font>

    Demo 1a: A tree created with Boom's artistic brushes pasted onto a canvas

    Demo 1b: The same tree after a few effects applied in Gimp

    Demo 2a: Again, one of Boom's generated trees pasted onto a canvas

    Demo 2b: The same tree as in 2a, with a few effects applied

    Well, I'm no artist, so I can't really show the full potential of Boom. Just try it for yourself.

    The tree generation is not strictly based on L-systems, it has a more versatile alphabet based on Perlin noise.

    Some issues:

    It seems that alpha is premultiplied, it therefore sometimes merges with the background color on the edges when saved as PNG. A future version will have selectable background colors to accommodate to this issue.

    The blossom colors are limited to just a few variations. I couldn't find the cause for this yet.

    Planned for future versions:

    Options for tweaking every tree's DNA (e.g. overall size, spreading of the branches, bending, depth of inheritance, etc.)

    User brushes.

    Higher resolution.

    Higher generation speed.

    Be warned: Boom is very CPU and GPU intensive. With decent hardware it will be fun exploring Boom, but if you are on the low-end side, you have to train your patience.

    Using it is easy: Enter a seed as a number from ?2,147,483,647 to +2,147,483,647 (that's 4 billion unique trees!), and click on "Plant!". The rest is up to you.

    For now, a seed number is unique. That means, if you remember the number and enter it later again, you will get the same tree as before. However, I'm planning on higher resolutions, and that will break it. In other words, those numbers are unique only within one version of Boom.

    Download Boom v1.0b1:

    mediafire.com/file/s7a732y669d23l7/Bloom_1.0b1.rar

  • I don't know if it helps in this situation (I'm not sure if I fully understood the issue), but you can always have audio being unaffected by timescale (Properties/Timescale audio)

    Also I made an example of staying time-based (and keeping a few things running, e.g an audio fade) while Timescale = 0 in "Verve!", an example game. You can find it in the examples & tutorials section.

    But again, not sure if it helps in this specific case.

  • Like I said, it is not so much the blue that I prefer, I just don't want that glaring green. Really, it gives me headaches after a few minutes of watching. Whatever color, just use it more cautious, not so bright and shiny, etc.

    I can't believe that anyone would need glaring green to say "Hey, we're indie" <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I use seperated event sheets for code that belongs together (audio, text, movement, functions, etc.), and use as much sub-events as possible to be able to collapse bigger bits of code. Finally, but just for organizing, I make use of groups.

    Altogether this makes the event sheets very easy maintainable, I almost never lose overview.

  • I voted for blue.

    Exactly the cold is what makes it feel a bit more professional to me(just add smaller font sizes and we are halfway done :P ).

    I don't like that glaring green, I would even prefer a grey layout :D

  • The easiest would be to add a condition to both Hero conditions. It will compare against Bullet.Count and Bullet2.Count:

    + Hero: Value 'Weapons' Equal to 0

    + System: Bullet.Count + Bullet2.Count less than n

    where n = any number of bullets you want as max.

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tulamide

Member since 11 Sep, 2009

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