eli0s's Recent Forum Activity

  • UberLou ,

    You can emulate falloff distance with a falloff sprite and blending modes. Not ideal but it can happen. See this attached example.

    [attachment=0:33uso4bx][/attachment:33uso4bx]

    Also, check my flash light example in this topic for a similar case:

  • lilvee1989 , I am by no means a game creator/developer, I am interested in interactive narrations and I needed a tool to help me do that for my graduate project. I found C2 almost half a year before graduation and immediately understood and appreciated the difference in it's event based system workflow. Before that I was looking in to Flash, Cryengine, Unity and Processing but to do even a trivial task such as creating a button, is way too difficult with those tools.

    As a training project I made a game (titled "Hellrain") which is something like space invaders but with falling meteors. After that I moved to my graduate project (titled "memories") which is more like an artistic narration than an actual game. I made all the assets (art, music, sounds, programing) in just a few months time. I have to point out how terrible I am at coding and how impossible this endeavor would have being if not for C2!!!

    You can play those projects, if you wish, and see what this tool enabled me to create, having no coding skills whatsoever.

    http://www.eli0s.com/Hellrain/

    http://www.eli0s.com/Memories/

  • If you feel more comfortable with gamemaker, you should use it. The tool that you know better is probably the one that will produce the best results. And gamemaker has many advanced features, it's a powerful engine. But it does rely on scripting. You won't go far with out using its native code, which does involve syntax.

    I personally can't get to learn any programming language, I understand the basics but for the love of God, I can't remember any of the syntax. Every time I read or see something on a tutorial, I forget it in just a few seconds!

    But C2 has a very intelligent way around syntax, it lets you connect logical pieces together and it produces the code for you. When stuff need to be written, most of the times the syntax is already there, just point to the object that you are interested to and access all of its available expressions. Then, point to the next object and link them together... No need to remember any syntax. And if you mistype something, the auto-correct system is intelligent enough to point you to your error.

  • You can fake 3d using animations that are rendered in a 3d software and perhaps also use the mode7 (webgl shader) that can emulate the perspective distortion of a sprite that fades to a horizon's vanishing point.

    Other than that, there is the Q3D plugin (commercial) , but it's not yet streamlined and doesn't have any documentation (other than its official topic on the forum). With it you can import obj objects and their textures. In theory, you can build a level and use normal sprite objects (with the platform behavior and all the animations and game logic) in conjunction with the 3d objects. In practice though, I have yet to see any example of this, in fact, only it's createor has provided a working (and very impressive) example of this plugin).

    In 2d however, as Ubivis said, you can probably do anything you can think of, provided you have the programing skills to pull it through...

  • You could use the Grayscale effect to remove the color information, then add the Tint effect to add a global color value and finally change the hue with the AdjustHSL.

    Alternatively, you could add a Sprite on top of what it is that you want to colorize, add the Color Blending mode effect and use an AdjustHSL on that in order to change the hue. In my opinion the second choice delivers better results.

    Ashley, I notice that the second option renders a weird mirroring effect on the editor. At run time it's fine though.

  • You are welcome!

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  • Drakanoiderna , that's good to know. Very helpful read. Thanks again!

  • Drakanoiderna , very elegant solution, thanks for sharing!!!

  • , I agree. I just think that the "tillable" option should let us choose if we want all animations to be tiled (a global checkbox), or to specify which of them will be and which of them won't be tiled.

  • mariogamer , you are welcome!

  • A0Nasser , I came across this site some time go: http://www.referencereference.com/index.html

  • Ashley , I have no reason to doubt you. I thought that at some time I'd read that the sprite object supports more functions, therefore C2 has to calculate more stuff for each and every sprite, so we should use the Tilled Background whenever we can to avoid performance drops. It seams I misinterpreted that, the actual instruction probably was "don't use multiple sprites to create tilled images, use a single Tilled BG..."

    Never the less, the benefits of having animated and fully controllable pivot-wise tilled sprites are too many, weighing the implementation or not of this functionality based on the existence of the now redundant TBG is irrelevant in my opinion. Just Keep the TBG for overall coherency and backward compatibility.

    shinkan , you are right, with tillable sprites this phenomenon should cease to exist.

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eli0s

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