retrodude's Recent Forum Activity

  • I'm curious to know as well, why would you want lower fps? Are you trying to do a Slow-motion effect? Or is there another reason?

    i mean +- 5 fps

  • I'm creating a boss that has an object pinned to a rope,in which the rope is then "rope" pinned to the bosses head. It does work when all the sprites are on the page aligned but I'm not sure how to spawn all the sprites on the screen and then have them pinned in the same position as the capx below.

    Here's the capx:

    dropbox.com/s/fjfj3b40aov1n5z/rope.capx

    The capx shows the spot where I want the sprites to spawn. I have tried using the system event to create the objects individually then pin to one another but it didn't seem to work. I also tried placing all pieces in a container then spawning the player sprite but it still didn't work.

    Also do physics objects now work on mobile apps? If so then I could use kyatric's example, but if not then its best I avoid physics altogether.

    So any help would be appreciated.

  • Webgl effects due look great for games but its probably best to avoid using the effects for mobile games until its steady, but its nice to hear that some browsers are supporting it and are close.

    WebGL support is improving over time, but the situation right now is:

    Android: Firefox supports WebGL, but due to a bug (which will be fixed) it's pretty slow. Chrome beta supports enabling WebGL via chrome://flags, which in my testing works great, very promising. Hopefully will be eventually enabled by default in the stable Chrome.

    iOS: supports WebGL, but is disabled. Hopefully Apple will eventually enable it.

    Firefox OS and BB10 both have good support for WebGL as well, I believe. Windows Phone 8 doesn't and may not for a long time, because MS are against WebGL (it competes with DirectX).

  • Oh that's unfortunate, thanks for the heads up I guess I won't rely on it then for mobile games

    Unfortunately they don't.

    Google is doing something with their Chrome mobile for webgl (working beta is available for android as i remember correctly)

  • I'm just wondering if webgl effects work on mobile phones or if someone could verify that they do?

    I think it was discussed somewhere in the forum but I can't seem to find the answer.

  • I'm not sure if this makes sense or if it will help you in anyway, but would it be possible to start off with a small object at a distant which then begins to increase in size. (I'm assuming your scaling the object anyways as it gets to the bottom of the screen)

    Then you calculate the width of each grid line and compare it to the sprites width. So if the sprites width is greater then the width of the line, or if the sprite is overlapping between the grid lines, then stop scaling sprite object.

    Heres an image of what I meant:

    img854.imageshack.us/img854/8827/gridlines.png

    I'm guessing every tick the object will have to be set in the same x coordinate between two of the grid lines.

    And as for the object moving, you can do

    Event: every tick

    Action: Sprite, Set Y to Sprite.Y + 1

    And then maybe an if statement if it goes past the grid lines when pressing left of right:

    Event: If Sprite.imagepointX is not overlapping grid line or

    If Sprite.X > Gridlines.X + 5

    Action: Sprite, Set X Sprite.X - 1

    If Sprite.X < Gridlines.X - 5

    Action: Sprite, Set X Sprite.X + 1

    So the sprite object would be doing two things to simulate the effect. One, its scaling in size as it gets bigger, and two, its going down the screen. Then using if statements we can avoid it from getting too big or getting past the grid lines which gets complicated as you might have to work with the instances of the gridlines to find out which gridlines to compare to which sprite.

    I guess its something we have to play with, I'm not quite sure yet since I have just recently started to play around with Rojos mode 7 plugin. Also I'm still fairly new with this concept idea of fake 3D.

    But you seem close damainman. I would be willing to give it a shot as well but I'm currently working on something else <img src="smileys/smiley5.gif" border="0" align="middle">

    But definitely keep us posted if you have any luck with it, it would help alot of people out

    Well - I've done the end bit and the start bit but not the middle bit LOL!

    I've created a demo with the objects set to invisible. I've now created a grid with a start point on the horizon with 11 image points - one for each row. And then at the bottom of the screen there is a similar object but much bigger also with 11 image points.

    I've created lines to show the angles from sprite1's image point to sprite 2's image point. I've manage to get everything lined up with the mode7 plugin sprites. You can rotate and move up down left and right.

    The object speed is 98% correct. But here is the problem:

    How the heck to I move a sprite by it's main image point along a line like that without using the bullet behavior? Bullet causes a crazy effect and half the time it doesn't detect what it's supposed to be doing...

    So yeah, there are two image points. I want to move a sprite from one image point to another without using Bullet Behavior. The other option is following the grid sprites but I don't think that's possible. I did it just to show that everything aligns according to the POV.

    Here is a link to the 3d grid demo, arrow keys move pov:

    http://designchris.com/3dtest2/

  • Well she's lucky to have you, its a great way for you two, to connect in the future <img src="smileys/smiley17.gif" border="0" align="middle" />

    And as for the item displacement, I'll probably look into it a bit later seeing as I don't need it now. But I am still curious to know how it works so I will eventually give it a go.

    Jerbens thanks for your input, now we have some basis to work around with <img src="smileys/smiley4.gif" border="0" align="middle" />

    Jerbens

    That's the math I was messing with and gave up. I needed a way to figure out how to move the sprite from the horizon to the front and have it angled to the camera's pov. With your formula I can already see how to shift left and right which I can't do with mine...

    I'll give your formula a try tomorrow. I've worked all day and then sat down and tackled (and won) the z-order issue I was having without compromising the speed of the program. Far too much computer screen for my eyes...

    retrodude

    Thanks! Studied animation when I was younger, Haven't stopped drawing for fun since I could hold crayons. Used to try to make c64 games when was very young too. Took programming about 15 years ago... yup. I thought it would be cool to put a game together for my daughter when she's a little older - I've actually built an arcade cabinet from scratch for it too. Needs to be finished but she's only 2, I've got at least another year to spare ;)

  • Amazing work, I actually came across Go!Go! Madi! quite awhile ago and it looks professionally made, something you would see in a classic sidescroller, I absolutely love the design <img src="smileys/smiley4.gif" border="0" align="middle">

    Also I remember procrastinator mentioning something similar about a feature in CC that C2 does not have yet about displacement being possible in CC but not in C2. That would probably be vectors that aren't possible in C2 yet, I wonder if we can request it to Ashley or Tom.

    One more thing, its a bit off-topic, but JESUS do you know animate all your sprites? Because there well made.. It reminds me of the classic super nintendo graphics we all know and love <img src="smileys/smiley17.gif" border="0" align="middle">

    retrodude

    The way CC and C2 handle this stuff is different.

    CC actually has a Z plane so there is no extra crap required to do what I did for fake 3d. Like I said in an earlier post, it's nothing but converting the Y axis into Z and that's it. The Z plane is handled by CC. I posted the code in an older post above for CC. There is more to it than that like everything that needs to be on the Z plane is in a family and I believe the Z variable is part of the family as well. Then you add a number to Z like z=z+5 and that zooms the bits. Y converted to Z becomes the distance from the "Camera".

    None of this is technically "mode 7" except i use the mode7 plug in for the ground and sky in the C2 - it doesn't look nearly as good as the CC version though.

    My engine isn't finished. The CC one in theory can rotate 360 degrees but I have no need of doing that.

    The C2 one is only a few days old and completely unfinished. The way I'm handling the sprites angles of movement is an illusion. Everything is on a sprite that is 2000px wide and 224 high. The image point is set dead centre so when you zoom in on it, depending on where the actual image is placed within that 2000px sprite will depend on what angle it appears to be coming from.

    I'll post the C2 engine when I have it working to a level I'm happy with, as it is, it isn't handling the z plane for sprite properly and any attempt to correct it so far has cut the framerate down to 1/10th of the speed.

    I miss the CC sprite feature of for the z plane of placing an object in front of another etc. Most of the Z actions for sprites are gone. So this is a lot harder than it needs to be.

    Here's a vid of the CC version of my engine.

    Go!Go!Maddi! Welcome to the Fantasy Zone!!

  • Nice job man! Rainbows caught me off guard and reminded of unicorns for some reason.. But it looks great! Would you beable to share the pseudo code for the items that fly at you in mode7? Such as the trees

    By pseudo code, I just mean the logic behind how the images are placed in game on C2 or CC (I'v never used CC but the logic should be fairly similar)

    Almost got it :) Fakey 3d!!

    So there is as close as I could get the engine started with what little amount of spare time I had today. Image points play an important part of this. They are the growth point of the sprites. The must be off centred according to where they must be on the screen when they are full size.

    Still a little tweaking to do, but there is zero slow down on my laptop. Arrow keys move the screen.

    Try not to throw up watching this!!!

  • Would you beable to explain the logic behind item placement in mode 7? As in how images should be placed in perspective or what kind of image you used? did you distort/perspective transform the car in the background with a paint program, then place it on C2 or CC to fit that "mode 7" look? Or did you use a whole image then place it in game purely with coding in C2 or CC?

    BTW, It looks amazing!

    Mode7( ish) style without plugins..effects ?

    <img src="https://dl.dropbox.com/u/22173473/drivesplash.jpg" border="0">

    Demo

    Not keyboard arrows..press arrows on steering wheel !

  • WOW nice!! This is exactly what I was looking for!

    I think in terms of performance it has better fps then the general particle object and its definitely a great start, thanks for sharing

    <img src="smileys/smiley4.gif" border="0" align="middle">

    Also it runs really smooth if the blood is set to fade, so I think I'll use this method <img src="smileys/smiley17.gif" border="0" align="middle">

    I'm sure that could provide some input, but a very simple method would be to make your own particle system using lots small red blobs or pixel clusters with the bullet behaviour (maybe throw in some gravity, too). Run a repeat loop a good number of times to spawn these objects in a semi-random direction whenever you want some blood spray. Lastly, stop the objects in their tracks whenever they collide with the platform - introducing a degree of randomness with a very brief age timer to determine how far "into" the platform the blood penetrates.

    Edit: thought this was a fun idea so I made a quick little file to show you what I mean: arrow keys to move, space to splat

    Obviously it's not very performance friendly - it's generating hundreds of objects every time, but with some age culling and mixing in larger chunks with the small ones (by randomly choosing an animation on creation), you could probably get some decent spatter coverage.

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  • I have asked this before, but I can never properly create the effect I want. Does anyone know how the blood stains on the ground/walls work for super meat boy? As he collides with the ground or wall, blood splatters within a specific radius, such as the ground or the wall, or even both when in a corner.

    Or does anyone know the logic behind the blood splatter type explosion effect in the construct 2 game,Catharsis created by Awakening in Scirra?

    Here's the link:

    scirra.com/forum/topic58957.html

    I'm assuming he used the particle objects? But then again I'm not to sure.

    I'm just looking for ideas on making a blood explosion/splatter effect and was hoping someone with more experience in gorey games, or has general knowledge can help me?

    Any logic,theories,examples would be appreciated

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retrodude

Member since 11 Oct, 2012

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