Vilehead's Recent Forum Activity

  • Last post by andla on Thu Sep 25, 2008 12:48 pm

    You've bumped like 3 topics that are over 2 years old. Please, dude.

    and whats actualy wrong with that as long as i contribute to the thread...?

    dont like - dont read.

    [quote:2tqbgeog]Now that's some quality typing you got going on there..

    first of - that was intensional. second - i never had english lessons and all my english language comes directly and ONLY from passive self-learning over internet and playing games.

    and just for the notice: instead of silly comentary you two could try and do something more constructive like contribute to the topic perhaps? like re-upload? like describe the issue?

  • funny fact: move your mouse around the screen like madman and see what the ship does when trying to follow the mouse cursor

    on topic: for 3D models i would point you to Google ScetchUp.

    its a dumbdown version of any 3d profesional modeling tool and its soo easy to use that even a baby can play with it.

  • this

    is

    EXACTLY

    what i needed. i would never though of using canvas this way. huge thumb up from me guys!

  • > one thing is missing. transperency.

    > shadows, when sun is low, not only grow longer - but also less visible. .

    >

    easily remedied:

    http://dl.dropbox.com/u/1013446/fs3.cap

    (drag and drop sun with mouse)

    now its perfect kudos

  • reupload plox. i wanna see also

  • heres the pic.

    i am using the newest Construct. i just started a new project. after couple of minutes when the autocave should kick in this is what poped out.

    the hell?

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  • i see just a blank white screen when i launch this cap. using latest Constructor.

  • wow, i would totaly need that for the FPP parts of my game. if i would know how to execute this that is

    still - awesome effect

  • one thing is missing. transperency.

    shadows, when sun is low, not only grow longer - but also less visible. in that last cap - try and drag the sun far away offscreen and see what happends.

  • okey now i want to cut myself...

    in your cap, you have 11 frames, and i have 11 frames. in your all frames are correctly displayed coresponding to values. in my, max value frame is like only displayed when Current is higher then Total. the only diffrence is that your cap doesnt have the auto regeneration and doesnt uses decimal values.

    and yes i know i am stubborn but i still havent learned why my method doesnt work when basing on logic it should work.

  • [quote:1qldbgrl]1- you can simply create a secondary set of animations with 8 angles and program your own animation, or create a "turnaround" animation with different angles that's being showed when the character is turning. To me, it won't really improve the visual quality of a game and cost a lot of HDD space.

    hmm thats not exactly what i meant. i mean, if you look at the animatior there are only 8 angles. i would like to place more then just that for not only turning but also movement which has all 360 degress. of course i wont make that many. but twice the default - 16.

    and why it would cost more space? i mean, obviously it will. but perhaps just 100kb more. when i properly convert pgn, each frame is not more then 10kb. so instead of full animation being 80kb total, i would have 160kb. and whats 160kb comparing to my hi-res planet texture which alone weights 3mega.

    and btw - i dont know what conditions i can use to make the engine detect turning around

    [quote:1qldbgrl]

    2- I haven't seen such a function with the platform behavior, but you can store the position of the object during 3 frames and combine them so you obtain two 2-dimensionnal vectors. You compare the two vectors and... you can see if your character is accelerating.

    Or you can program your own platform movement with events.

    hmm... i see. thank you.

    [quote:1qldbgrl]3- It will be attached to the same image point (the same name or ID). You only have to place it on every animation you make for your spaceship.

    ahhh splendid! thank you very much. thats what i wanted to hear

    [quote:1qldbgrl]4- Dunno the right technique. I'd personnally draw objects on the screen to hide a part of the map, according to values stored in a dynamic array, but I think this isn't the best solution.

    yeah i figured that one out too =\ i cant think of anything more. and today is like 3rd day of me thinking.

    MAYBE, just maybe there is a way if i would be somehow able to directly from in game cut off some pieaces of the object. but for something like that i need someone with higher and biger knowledge and understonding of Construct then me.

  • 1. Is it possible to have more then 8 angles to make the rotation animation even more fluid and smoth?

    2. is there a way to set the condition for a moving object "when accelerate/deaccelerate", so a custome animation is being played when object speed is increasing/decreasing?

    3. lets say i have an object which has a rotation animation on X dimension (i dont know the english word for it, i mean Y and X and Z - i hope you know what i mean). Now this object has some other objects attached to it on a fixed position. lets say a turret on a spaceship. if i would assing that turret object to image point with specific name, will he be attached to it even if the animation changes? (think two diffrent animation with the same image points but placed on a diffrent possition). diffrently said - will they update their position to the new possition of image point?

    4. old question but... fog of war(starcraft style). i know how to simulate this effect: i would attach an invisible round object to the player character. then make two fammilies: structures and units. and then make it so when that round object overlays the structures - it makes them visible on the layout. and for units i would make it so that ONLY when round object and units fammilie members object they are visible making them go invisible as soon as round object and units does not overlays anymore. or it can be just done by more elegant - code based by creating an conditions always checking for distance betwen the objects and switching their visibility dynamicaly. this would simulate the visibility of "fog of war" but not the visiuals. ofcourse half of the visiouls can be made just by placaing light object on the player. but this would be everything else pitch black or semivisible. and we all know that a proper FoW effect is made by 2 visiouls: 1. for unknown(pitch black) and 2. for known but not in range(pitchblack with some sort of noise + blur + darken effect. now when i know how to make one of them i dont know how to make both of them work - at once. the only idea that crosses my mind is to spawn hell load of pitch black objects around the whole layout + semi-pitch black light based effect. but i can only imagine what a slideshow the game would become with some many objects. so, any ideas?

    i would write more but then some people will bash me for this wall of text

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