clodius666's Recent Forum Activity

  • once again, thanks for replying, tulamide!

    hmm, sorry to sound like a complete idiot, but how exactly would that translate into a working condition/event? do i need to use private variables?

    i'd appreciate a rough example of code to give some guidelines <img src="smileys/smiley4.gif" border="0" align="middle" />

    this could be really useful info to implement to somewhere else also i think.

  • hi folks!

    sorry if this sounds a little vague, but i was just wondering different possibilities regarding some kind of (motion) blur.

    now, i was fiddling with the built in motion blur, which looks oh so nice, but is also REALLY heavy on the computer.

    i was thinking of using a little more modest implementation through effects, layer effects mostly, since i would like to be able to choose which layers are blurred.

    BUT, the big question:

    is there any possible way to make even just the basic blur strenth adjustments in relation to the sprite's speed? meaning that the faster the player goes the more blur is applied to a specific layer.

    would clamping be the way to go?

    i know how i could make it work when the player crosses a certain speed the blur gets applied, but its blocky and doesnt look good. i would like it to be (completely) seamless, hence i was thinking clamping. but i just dont know a proper conditioning or events needed for that.

    so, if anyone has any great ideas i would be very interested to hear them.

    thanks for reading!

  • here's a more refined example:

    http://dl.dropbox.com/u/11157144/ground-decal-example2.cap

    i guess it works "pretty well".. theres still some obstacles and restrictions i dont know how to solve.

    in the example, if you try to resize the ground objects and run the layout, the spawned mask canvas doesnt show identical to the ground sprite, the offset is incorrect. is there some trick to know when resizing canvas? how to position it properly after resizing?

  • well i managed to get something done with the canvas object, example here:

    http://dl.dropbox.com/u/11157144/ground-decal-example.cap

    now it works like i want and i can add all kinds of stuff.

    problem is: theres no way im gonna fill my levels full of canvas objects, cause its so wasteful.

    the solution i had in mind, would be to somehow spawn the canvas and the mask sprite behind it during runtime, when the colision happen. though this opens up alot of new issues. my brain gets stuck, when i need to -on collision- spawn canvas, set angle to correspond the ground sprite angle, detect if the canvas is already spawned etc. overall, just to make a working, efficient system.

    id really like some help from someone wiser than me to overcome these obstacles. im still pretty sure this thing is possible to achieve. thanks!

  • actually im not really sure if it would be the same kind of texture, havent thought that far yet :)

    i was thinking about somehow using the canvas, but i kinda suck using it lol

    this is really puzzling, yet its such a simple concept, to only show overlapping content of a sprite :(

    EDIT:

    also note that it doesnt have to be the same object that is flying or not overlapping the ground, i could live with using separate sprite while the blob is flying and only spawn the mask sprite when it hits the ground.

    if that helps..

    EDIT2:

    actually, i found out a perfect example of what im kind of aiming at:

    Subscribe to Construct videos now

    that was the effect i was going for, although i didnt have excessive gore in mind, but rather just some kind of paint or something. but the effect is the exact same i was looking for.   so, anyone have any ideas?

  • hi jayjay and thanks for responding.

    im afraid its a little more complicated than that.

    i guess i wasnt making enough sense lol.

    its hard to explain what im trying to achieve, but consider the sprite 1 as a sort of paint and sprite 2 as a part of environment. now, sprite 2 can be pretty much anything, not just one color block, but fully textured piece of environment, set as any possible angle and shape. problem comes because i want to make background environments and objects on layers behind the actual playing area/layer. so basically id like to paint the actual playing area with all kinds of sprites, while still having nice detailed background.

    if im not making sense i can make a better picture to illustrate the masking effect in question <img src="smileys/smiley36.gif" border="0" align="middle">

    EDIT:

    heres a better example of what im trying to do. cant really get any more specific than that :D

    oh and feel free to bask in my incredible artistic awesomeness <img src="smileys/smiley36.gif" border="0" align="middle">

  • hi!

    im not sure if this is completely simple or something, but i cant figure out:

    i want to make a sort of mask, where sprite1 is only visible when its overlapping sprite2 and only for the space that is overlapping. so the part that isnt overlapping, is not visible. i guess it sounds weird but i made a picture just to illustrate what im aiming at.

    so basically, it would be a mask effect, but inverted, right?

    is this at all possible, with some creative use of masks and layers?

    any help would be really appreciated!

    thanks for reading.

  • hi!

    thanks for replying.

    yeah i think i tried something like that for the bumpmaps. unfortunately i didnt quite get it to work properly, i guess im better off just using it on basic textured, normal mapped sprites, that works well enough for now lol.

    im not sure about that physics thing, since im trying to deliberately avoid using physics behavior. id like to try ribbon though, problem is i havent really studied how it works yet, so its pretty much uncharted territory for me personally. i do have the ribbon tutorial, but it doesnt really explain what happens and why, so its a steep learning curve.

  • hi folks!

    just a few random questions that came to my head while trying to achieve some stuff:

    is it at all possible to bumpmap a 3Dbox object? i tried using the normal way (that's used in one of the examples lying around here), but i got some strange results. tried some other stuff too but couldnt get it to work.

    also, i was testing to see if i could make a nice tail effect. think squirrel's tail and how it sort of mimics the movement of the squirrel.

    im just not sure how i could make it so that the tail(made of several furry sprites)) follows and mimics the actual squirrel objects movement with increasing delay to the tip of the tail. am i completely wrong if i assume the use of lastX and lastY would bring some promising results? im just not sure how to make the actual movement of the tail. if anyone has some great ideas id be more than happy to hear them.

    thanks for your time <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • thanks guys, i got it working pretty much as i hoped, although the problem with the sine angle not resetting to default angle still persist, but i guess theres no simple way to fix that, and it looks good as it is now.

  • ok so i lied a little about not having problems with my grass blades swaying in my other thread. i do, apparently.

    i really dont know how to properly solve this:

    i have made the swaying with the sine- behavior. and the rough code is:

    player is overlapping a grass blade

    -set sine angle range/speed to bigger than it is while not overlapping.

    now the problems start.

    im having issues on how to handle single blades of the grass object, in other words, im having problems picking the specific instances.

    i dont really know how to set sine to normal to those blades the player just stopped overlapping since it does it for every instance.

    also encountered an issue with sine:

    resetting sine angle to something specific is rather problematic,since it doesnt have a default angle to revert to. so,when the range is bigger and i want to set it to smaller, the grass swaying can start from a completely different angle than the sine originally was..?

    if i sound confusing, i can make a simple .cap to get my point across lol

    anybody wanna help a guy out?

    i have candy... <img src="smileys/smiley8.gif" border="0" align="middle" />

  • thanks for the input, jayjay! i guess ill go and make something without streaming first and see how it goes..

    now theres another question that just came to my mind:

    is it possible to set layer opacity to a sprite's speed?

    meaning that the faster th sprite is going,the more visible a layer is?

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clodius666

Member since 25 Aug, 2010

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