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  • Pretty neat, lots of potential.

    BUT... is it BOOM or BLOOM? Because Boom is totally taken in the future... <img src="smileys/smiley2.gif" border="0" align="middle" />

    Seriously, though, well done, could be quite useful to many I suspect.

  • Wow, that sure was simple <img src="smileys/smiley2.gif" border="0" align="middle"> I hadn't tried the dialog options so thought it'd be trickier, d'oh.

    Anyways, I made another little tool, similar to this, just for a different effect:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/FlashGenDX9runtime.png" border="0">

    Good for impacts or explosions centres and such. It's a little rough, might improve it later. It's here.

  • Thanks for the kind words, guys.

    Small update:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/FlareGenDX9runtime2.png" border="0" />

    A tool should inspire so for those moments when the inspiration's running low there's now a Random feature, shown by the dice button. Keep clicking and get ever new random Flares until something suits your fancy.

    allesandroLino - mind sharing the file dialog version?

  • Hey, everybody.

    I like shiny things and suspect there are more weirdos like that out there somewhere. Thing is - when you want to add that nice shiny thing to your game you have to go out there, draw that gradient, then layer another one, then, possibly, adjust things and save it, try it out, then do some more... It's a chore.

    So here I was sitting in the chat, when tulamide comes in with something that's using the canvas object and suddenly it struck me - why not make something that generates these shiny things?

    BAM! Coupla hours later (and thanks to tulamide again, pointed out one stupid mistake there) here it is:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/FlareGeneratorDX9runtime.png" border="0">

    It's quite simple, you drag the sliders, this pops out:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/A-1.png" border="0"> <img src="http://i244.photobucket.com/albums/gg36/some9000/B-1.png" border="0"> <img src="http://i244.photobucket.com/albums/gg36/some9000/C.png" border="0">

    If you left click the top where the preview is you get a flare in your clipboard, if you right click it then you get a Flare.png in the same directory and in that case it actually has an alpha channel and is even better:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/Flare.png" border="0">

    So here it is - the cap itself, use it if you please. There are no colour options or such since the idea is that you'd use these as simple glow/flare sprites mostly and add colour via the Filter option.

    Enjoy.

    Edit: I have updated the code with full comments so maybe, simple as it is, it could help someone with learning Construct.

    Edit Edit: So here's versions 0.4 of both FlareGEN and FlashGEN.

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  • I would make an outline of what you want, then put that in the centre of a transparent container with a nice power-of-two size (like 64x64 or 128x128 pixels - Construct loves that) and export as PNG, which allows transparency.

    Construct - I used it a bit about a year ago, then took a break and now I'm trying to finally finish something for a change. It's a work in progress, very rough for now.

    Tracing - just had the bitmaps there, drew right on top of them.

  • That's pretty cool - one thing I'd look into would be to draw the ships in some vector program, like, say, Inkscape, the result would be cleaner, sharper lines, tike this.

    But that's purely aesthetic, so of no significance, really.

  • How did you put an expression in the color filter? <img src="smileys/smiley3.gif" border="0" align="middle" />

    Yeah, took me a while as well - right click the Filter and pick Use Expression.

  • Actually if we assume that you'd only need 10 sides you can reuse the same object and just sort-of scale it to achieve as many layers as you like.

    Here's an example.

    To have the attack light balls like in the video you'd probably have to set up an image point on the middle of the line sprite and then pair them up. But overall everything that could be seen in that video seems quite doable and might turn out looking and playing quite nicely.

    Edit: You can now click to destroy individual lines just to get a feel for it.

  • The magic happens in the sprite itself - the pivot point is offset a different length for each color - so basically everything else just happens by itself.

    When you click a sprite you'll see the pivot off to the side. I had to do a little experimenting to find out which values work for which side count and distance, but it took seconds basically. Double click a sprite an click the little red and blue target icons at the bottom and you can change the pivot offset.

    Another thing to try - it seemed like in the video these were nicely pulsing as well - I did achieve that effect by using the excellent Scale Behaviour by linkman. Just set it to something like 125% horizontal scale and 700% vertical scale, looping on and loop mode to ping-pong and BAM! pulsing away.

  • Interesting little problem, I liked the look in that video, so here's my take on it.

    Really simple - just a displaced pivot and then a loop rotates and places them to insure a decent fit.

    You'd have to do some maths to find out the angles and distances for a Decagon, but the idea would be the same.

    Edit: Added more types, same link.

  • I'd say the blue seems to work nicer, especially with the logo hue.

  • I can't wait to repost it!   <img src="smileys/smiley2.gif" border="0" align="middle" />

    Ah, someone knows reddit well... <img src="smileys/smiley2.gif" border="0" align="middle" />

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Somebody

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