saiyadjin's Recent Forum Activity

  • indeed. i'm doing a 2D game that "feels like 3D", something of an top down view under an angle.

    it's really hard to do graphics for that though, collisions and everything. but yeah, i will probably run that game on web/windows for start, maybe later for phones and more.

    we're only a 2 man team so it takes a while with job and stuff to make the game (my work day is 8hours job + 4-5hours game, so i have a small amount left for gym/gf/playin' games actually :/)

  • hi guys,

    i'm starting a new project that i will currently not upload about anything here (will do later),

    but i was wondering, how many of you would enjoy playing a topdown scrolling

    shooter where you drive a boat against a bunch of sea monsters - shooting torpedos, lazers, and stuff, battling bosess and more?

    Thnx for answer and i will show you my current state of sea monsters in a couple of days (when first 3 levels are done)

  • not really pointless. if it was pointless then restoring would make no sense either. once i restored my animation started jumping everywhere, took me cca 2-3 mins to find out that origin point was f***d.

  • so i load some images in animation.

    then i resize those images, and crop them. their Origin point moves accordingly.

    i'm not happy with what i have and i decide to use "reload image files from source"

    they are bigger and uncrooped, but once reloaded Origin points do not reset, instead they stay

    where they were moved when operating on first images.

    is this intended or bug?

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  • So here's the big question!?

    What is Construct v200 as a "big" update going to bring new ?

    Is it going to be just a regular update, or will we see... "fireworks" ?

  • i completely forgot about this - you have to use this plugin -

    also before you start complaining about how inefficient it is, please use your brain and take only as much frames as it satisfies your needs.

    also the point was to show the bump mapped look of the water, that can be messed with to get "realistic" water, since i never found any good animated water for top down.

  • indeed it seems so. but if you can take out 24 frames that give you nice fluid movement and same for normalmap - it takes about 4mb. i've just added 250 frames for the 50fps smoothness. it really doesn't have to be that much.

  • you can reduce it to 48 if you wish, but it might not look as fluid / seamless.

  • yeah i forgot to upload a picture example. this is static (animation is 250 frames so you can't see it move here), but here goes:

    http://i.imgur.com/wb6jNY5.png also this is from my upcoming game, with 2 more layers (clouds that are on top, and grass that is underwater.

  • here i've created this capx with my water.

    http://speedy.sh/4YYGm/water.capx

    i hope you will like it.

    Some notices - work these values - intensity and Z, X, Y on bumpmapping effect on normalmap to adjust to your liking.

    Another option of improving water - add layer under this one, and paste a "grass" image on it, then turn colorWater opacity to 75%. BEHOLD!

    i leave the rest to your liking to play as you like. this water is very very good compared to what i've mostly found on internet, uses bumpmap effect with normalmap and diffuse map.

    P.S. DOWNLOAD HUGE - 46MB.

    any questions - post here.

  • as promised i deliver:

    http://speedy.sh/4YYGm/water.capx

    NOTICE - 46 MB download!

  • yeah, raytracing in 3D i guess uses the whole space to compute the lighting, while 2D uses only all pixels on the area of x * y?

    is that what you meant newt?

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saiyadjin

Member since 19 Jul, 2014

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