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  • But wouldn't just adding a sine behaviour with rotation do this neater and possibly look better because of the easing?

  • This is quite Neat I used instance variables and events to do the same, but behaviour could be cleaner and leaner to use. Will definitely check it out once off-mobile.

  • Depends on the game and how much can go wrong or right. If you can always get out of a tough situation (say, restart a stage if your save point is just terrible) then I prefer the immersive approach of just playing ahead and not "cheating" by splitting saves, etc.

    If there's a reason to split your progress (like a turning point for multiple endings in the middle of the game) then this would be welcome for sure.

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  • Do you judge this size by what C2 tells you or from actual export? Since like I said the download size computation probably doesn't do complex file type and compression comparison, but just sums up the size of those cached 32 bit PNG files. Can you check an actual export?

  • Have you consulted the manual about optimising cell sizes, etc?

  • When dealing with pixels DPI has no meaning - if your initial art was exported at the correct pixel size (i.e. 256x256px, for example) the DPI setting is of 0 importance. DPI is the relationship between pixels and real world units, inches in this case. This has a role for real world applications, such as printing, etc.

    So as long as your pixel size doesn't change the dpi won't affect the file size, since PixelsX*PixelsY*bits is the same.

    Best approach is what Ashley says - if you have background images you can pick an option to save those as JPEGs, for example, the file size will be smaller. But also check the actual export size - the editor cannot know what the images are actually like so it cannot know how they will compress for sure (I guess).

  • This is pretty great! The feeling of speed is excellent and it's very dynamic with the camera changes. Could work great like some 2D wipeout thing, with a more limited track which you can fall off of, etc.

    How is it done? Is there a predefined track with certain points that trigger a "camera" change or is it random as of now? Either way, quite cool, would be interested in seeing a .capx.

    I was thinking of something similar recently, with a "lane switching" sort of feel to it, but not with such a dynamic camera. That really adds to it.

  • A mirrored sprite has a negative width, so you can just do Width = Width*-1

  • Somebody

    What about 2 layers? One layer is for mirror and the other is for normal mode. People can choose between both which should be active. Depending on which layer people drag the sprites on, these are automatecly mirrored or not but it should be possible to move sprite(s) between both layers. Changes on mirror layer should be change immediately on the mirrored side.

    You didn't watch my 3D coat link? It should be possible to do something similar in few minutes in higher quality.

    I'm aware of how mirror modifiers work in 3D programs, but it might be too complex for a simple system like this. Which is why this simple mirror command was implemented:

    I don't like to work with primitives (parts) from other. Everyone could have the same parts.

    Now i have a reason to try out 3D Coat (commercial), i bought it but until now i didn't use it.

    3D coat looks great, especially the hard edged part creation, but it does cost a good deal of money and either way you won't get the speed from idea to sprite you get here.

    For me, StuffGen is a blessing, and thats why i check this forum each day on its progress.

    Glad to hear that, more stuff (you probably noticed the new parts) (and fixes) are on their way.

  • I would give the disc a bullet behaviour and a instance variable for bounces - for every bounce you add to it, and then add something like Bounces > 3 (<== Your limit) lerp(Disc.X,Player.X,dt) erp(Disc.Y,Player.Y,dt) - thiss will make it move back towards the player - you an change the dt*2 or dt*4 or something else to change the speed. This should give a general idea of how to do this, give it a try.

  • I didn't wanna learn this program. I saw these sprites and watched both videos, but i didn't know the shortcuts. I prefer to create things from scratch in 3D. I guess working with inscape (2D) is fast enough and more flexible.

    It's obviously up to you and no-one's being forced to use it. Besides it's an early work in progress.

    But as for speed I don't think it will be beat - you can make something like this in minutes:

    And then change things around in a flash, whereas doing it in 3D would still take a while.

  • Somebody

    I'm not having much progress with getting the canvas pasting to work reliably. It's currently kind of random if it works or not, so I may end up having to go a slower route of making an off screen texture and rendering everything to that.

    I actually went back to having a paster object under my artwork dynamically resizing as necessary (after you explained that "resolution" is the setting to use) and it works perfectly (and enables upsampling and downsampling, which is great). That transparency is the only real problem now.

    Thanks again for a fantastic plugin.

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Somebody

Member since 12 Feb, 2010

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