mystazsea's Recent Forum Activity

  • No worries.....it usually comes down to user error..lol

    glad you figured it out..

  • You could also set the Animation speed to a factor of the Movement speed ..

    This way the animation speed is in sync with the movement

    Eg:

    every tick ...set animation speed to current movement speed +/- (any value you like) or divide the movement speed by a percentage...

    makes very smooth looking animations

    of course you may want to limit or cap the animation speed to a certain value

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  • Wow that looks AMAZING!!!

    what a brilliant game idea...

    I love the Desertification

    I am so impressed

    Wish you would write a tutorial on how you did that..its brilliant

    Bravo!!!....Great concept

    Awesome visuals and music

    well done...

    cant wait for the full game

    looks great

    Thanks so much for sharing that..Highly recommended

  • Good question....unfortunately I don't really know how to help...

    you could try putting a Behavior like "Solid" onto the objects and then manually disabling the Collisions On start of layout...

    I would try that to see if its a possible workaround

    but you are right,

    those objects dont seem to have a collisions checkbox, I never noticed before

  • hey MozayKnows

    mmm really ? Vector X didnt work?

    it works on my games

    I would first ask you since you said that you already tried Vector X

    perhaps you messed up the events somehow..it happens, none of us are perfect

    Anychance we could see how have you setup your double tap conditions as well..

    if there is a problem I would start looking at the

    The start of the events, 'The conditions' that you used maybe where the Problem lies..

    any chance you could show how you did your Vector X events...maybe there is a problem in it

  • Yeah I was thinking about Raycasting as well last night...using raycasting might also give you a way to determine the placement of light glows...

    but yeah i tweaked this a little more..but R0j0hound thats awesome..well done!

    if you want to see my new Updated Version of my older non math attempt below with WebGL Radial Blur and other tweaks...still not perfect but could be worked on

    https://www.dropbox.com/s/a0qdu5tygt2gaf4/RoomLight%20update%203.capx?dl=0

    and of course we are still using really basic graphics here Id love to see a fancy version with a full proper light sphere properly alpha blended

    and all soft edges with light faded grunge fx..

    or maybe just this of course ;P

    https://www.dropbox.com/s/2mudv2p4n5pt4w3/The_Lord_of_the_Rings_Online_Shadows_of_Angmar___Eye_of_Sauron.png?dl=0

    and Yeah and BOIDS!!! flocking bugs flying infront of it to distract the player from how truly lowbudget this FX is haha

    Thats what Id do

    next version will have flying moths in front of it I promise

  • wow Wisdoms Im impressed..you got further than I did with my own idea

    lol..bravo

    Really like how you used the Layer blending modes to show the ( left/right/top/floor) lightbase frames..very clever:D

    That was a stroke of genius, something I wouldn't have thought of in a million years..

    no joke, you just increased my capacity for lateral thought..cheers

    um yeah but how to improve upon it mmmmmm

    "Non Euclidean Geometry"..is all I can say

    I think its a real good effort..just needs more tweaking..ill see if I can improve it..well done though..all ideas are good

    Yeah I didnt say it was the best solution ..just perhaps a step in the right direction...either way ..we are learning..and thats good in my book

    I agree with you R0J0hound, the math 'is' hairy... why I was trying to avoid it...mmmm

    But yes Katala that was the idea I was getting to...just didnt know how to express it..thanks

    funny how such a simple problem is more than it looks..

    perhaps we are overlooking an even easier solution...worth looking into.

    Theres that Paster word again...R0JOhound....did you do it again? "Paster" im confused again

    Well done everyone for chipping in...this is a problem ive often thought about myself....

    wait having a brain wave...wait..ok...try adjusting the height or width of the wall lightbase frames according to x,y pos of the mouse..if you know what i mean..if mouse is larger than the 'y pos' of the ceiling edge then set the height of the lightbase to increase and vice versa..if its lower than the floor edge (y pos) increase its height..

    and of course for the left and right walls you would adjust the width of the light base...get it?

    and when you increase the width or height of the lightbase..using "lerping" to make the transition smooth

    Ill try to update the capx but maybe youll beat me to it

    lolll..arrrgh my brain isnt up to this tonight...haha..heres a teeny weeny update...

    Now with Fancy radial Blur Web gl fx !!!

    https://www.dropbox.com/s/a0qdu5tygt2gaf4/RoomLight%20update%203.capx?dl=0

    still buggy ..for some reason I cant figure out why it works on the ceiling and floor but not the side walls ..can anyone see why? I must of missed something

    Its not perfect but it could be a start for improve upon

    but also it doesnt fix the problem at all but creates another..youll see what I mean...as the light sphere reaches the edge..you see divergence of the ligjht cone not quite matching up ...mmmm...cmon Katala ..show us your stuff,...i need to go kill some zombies now..my brain is worn out...lol

  • Mmmm thats a good question...Thanks for asking it

    There would be many different ways to achieve this, some ways would be better than others..Im sure there would be a pure code or math based solution

    but

    Personally, id 'fake' it, if it was really necessary

    Seeing as to be honest ..the perspective view you have shown would in reality skew the corner parts uniformly as the projection of the room is mostly straight on

    first off I would make the back wall on a separate layer that was behind all of the other layers which each had a side wall object placed in within it

    On the back layer the light sprite goes behind all of the other wall sprites and will always stay behind unless its a full view of the light sprite

    thats the easy part

    The next part would be slightly trickier

    it involved using more light sprite objects that are Pre-skewed and aligning them at the correct location and position of the corresponding point on the back wall light sprite

    including not being shown when not needed...

    and of course...

    the floor and ceiling projections would also be handled the same way

    and to be honest ..I dont know now if this would work at all....may be better to find a better way...but who knows...maybe its possible...

    mmm thats the best I could do for now...but Ill try to whip up a capx demo for you...to see if it works

    https://www.dropbox.com/s/q5zssn3xv93y1d9/ROOM%20LIGHT%20TEST%201.0.capx?dl=0

    This is not finished..but maybe you can work on this idea,....Ill try to work it up more...

    The only way I know how to place perspective on sprites is here

    https://github.com/Pseudopode/construct2_plugins_behaviors/tree/master/pode_imagesEffects%26Text

    but its only perspective

    Not skewing ..which was what you stated.. ..

    skewing is not supported in construct 2

    which was why i suggest faking it with pre skewed sprites

    still needs the side wall objects put in and events ..but maybe it gives you a head start...

    cant think of anything else off the top of my head...maybe other people have better ideas

    good luck

  • no worries

    You are most welcome

  • Looking at it closely , I am pretty certain that for the water object

    he has used animations

    here Ive made a quick demo cap x for you using particles instead

    just play around with it to get it looking more realistic

    a slightly updated simple water demo like the one you posted newer version looks a little better

    https://www.dropbox.com/s/pm26qorl02kj5ii/A%20Water%20Demo.capx?dl=0

    anyone is welcome to edit this capX and repost it if you have made improvements

    I was just mucking around,....its not perfect by any means

    have fun!!

  • wait...wait...Ive had a bit more of a think about it and ...Actually... I want the Animated Bezier Sparkle objects to shoot other Sinewave Node Animated Bezier Sparkle objects out of its Sinewave Turret behaviours that are also about to shoot other Animated Bezier Sparkle object Beziers out of their respective and recursive & recurring Turret behaviours...is that clear now?

    Should make it a lot easier to program now..(oops I think I was just racist or something)

    clear?

    good

    Now im happy (but not about racism I mean happy that C2 is now having unlimited Bezier Curves Path loop objects...)

    oh and any chance I can get that in a gold plated and newly minted out of the box edition of Construct 2?

    yes ..cool thanks...

    now I am really happy...

    Thanks Ashley...You are the BEST!!

  • Well , For starters..I do know that there would be several problems to solve before it could be properly implemented, problems like

    • Scalability & memory usage ie: what happens to the Bezier spline path on larger layouts, I predict that the actual curves would scale uniformly which would result in larger, smoother curves as you place the Node further apart from each other..

    This may affect its usage in many cases...unless more nodes are added to 'sharpen' the curves.. more nodes means more processing and memory use..so its a trade off ..would we cap the number of Nodes to a finite amount or allow free Scaling of complexity...something that would be nice but i can imagine it would greatly affect processing...Although we are talking just about pure maths functions here so its display on screen is really just a projection of its mathematical values stored inside of each node.

    but that leads to the next problem..

    • Display...ie: how would the Bezier be displayed& also what happens when you scale the Layout? does the Bezier path remain visible...would it be possible if we have Beziers could we have fill shapes as well...or line weights..to display the curve..

    Some applications do have line weights and even effects for each bezier (illustrator treats paths as full artistic objects)

    but seeing as Construct 2 is not a painting program...i dont see why it should have this feature...and on that point..it would be possible to pin objects to the nodes and orient the objects angle to the Nodes Normal angle of projection. once again...its usefulness is limited only by your imagination...

    • Node handling..ie How the Nodes actually affect the curves..would we have additional bezier handle controls like in photoshop or illustrator? or is the sheer proximity of each node have a fixed output on its curve.

    Also would we be able to have different outputs for each node...to create different curves on the output side....

    ie: linear interpolation input & then say quadratic output after the next node

    -These are only a few of the issues....

    there are so many factors to consider...this is why I said that I know its "a big ask"

    its actually a huge process to implement all of this into Construct 2..

    personally I do think its worth it..as many other games design apps have it in various guises...

    and I know that eventually C2 will have it...but its a big process to implement it with any serious degree of user friendliness.

    To break it down further into Specific properties that would need to be encoded and threaded into C2..

    because it would be a new OBJECT it would need all of the normal properties of an c2 object

    Common properties like

    -Layer..Definitely needed

    -Angle..Maybe not needed but could be useful

    -Opacity..Definitely needed

    -Position and Size ..This is a more complex area...Because Each node would have its own position but determining the relative onscreen position of the entire bezier would need to be calculated as a result of each nodes relative position...and size again...the overall scaling of a path would be handy but would that be handled best by a boundary box or using this field??

    -Instance variable...The Bezier Objects should also retain Variables but also ideally...each node should have variables..but as you can imagine this would make processing even more epic...if you have a 30 node Bezier...and many other objects...suddenly you have 30x more checks per tick at a base level...if you add a variable to each node....or 2 or 3 oops sorry your game just died...

    - Behaviours...Of course!!!..As I mentioned above...In dreamfantasy land, every Bezier Node can have at least 130 umpteen behaviours attached to it and they all work perfectly...

    Did you know in fact, that in dreamfantasy land...each and every individual nodes can all have multiple sine behaviours, so that I can have animated bezier curves node all Sinewaving up and down left or right with or without triangular wave peaks, and each bezier that I have on screen (because I NEED more than just one or 2 I need at least 33 beziers all doing this) all 'with' 300 rotating sine wave sparkle Particle Emitters effects(All Pure GOLD Animated Sparkles.. of course!!), all travelling around my bezier spline path with different speeds and accelerations ..so some sparkles can complete loops faster than others...in fantasy dream land...I ride a winged unicorn as well ..AND.. both me AND my unicorn have sparkles and wings... oh yeah by the way, every single node of my multiple Animated Bezier curve/spline path loop objects that are sine wave verticallying & horzontallying are also shadow casting and shooting rainbows out of its turrent behaviour and whilst the entire Bezier path is pathfinding its way across to my player it is also fading in & out full opacity at the same time and its bound to the layout as well as Wrapped to Layoutall at once ...WITH PHYSICS!!!!, drag & drop functionality per Bezier & per Node per Bezier and a each Node has a spanky nice new scrollto behaviour on each and every one of its animated sine wave nodes.. all at once .....all of it...at once...with not a single bug or crash ..not one....oh and did I mention that I wanted the Bezier Curves paths to be SOLIDS as well and to process physics operations but doing it without Box2D colliders...I did say that didnt I? ..I am pretty sure I did say that..

    Oh and each one of those Beziers with all of those sparkle Particle Emitters effects is travelling around at totally randomly chosen speeds and accelerations calculated per tick, on the path of an even larger Bezier Spline Path which is also animated with sine wave wobbles...just like the universe that your computer is working processing in..

    see a perfect object...should be a breeze to implement...as soon as its done & I fire it up for the first time...it will run flawlessly and drain no extra power from the socket in fact it will generate electricity and power my computer and the rest of the street cursively & exponentially ...bit by mega bit.....my computer will achieve sentience all in a fraction of a femtosecond and save the universe from destruction by infinitely and recursively implementing itself retroactively into much more disseminate forms to avoid data deletion..

    yeah I have a soulmate as well..:p

    so you can see...there are just a few minor issues to fix.....thanks Ashley for getting onto that for me...

    Oh and HURRY UP ASHLEY I NEED IT NOW!!!!

    stop wasting time on all that other crap

    DO THIS NOW!!!

    Joy!

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mystazsea

Member since 14 May, 2012

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