Object filtering to event editor, so the editor would show only related events.
--> Select object and editor shows only events that is related to that object...
Or high lighting related events by selecting object from object list.
neverk You can do it with a loop by pasting a line at a time. It's fast enough to make the image but not necessarily enough to do every frame.
neverk
You can do it with a loop by pasting a line at a time. It's fast enough to make the image but not necessarily enough to do every frame.
Wow! Wicked witchcraft! That could really work with what I've been planning... Thanks a million!
neverk Perspective transforms aren't possible with the "draw textured quad" action. For that the points would need a z coordinate, but that's not part of C2's renderer. For perspective transforms a shader should be used. The closest we have is the mode7 shader but a better on could probably be made.
Perspective transforms aren't possible with the "draw textured quad" action. For that the points would need a z coordinate, but that's not part of C2's renderer. For perspective transforms a shader should be used. The closest we have is the mode7 shader but a better on could probably be made.
R0J0hound
Thank you for your answer. It's seems like I need to solve my problem another way...
What I would like to achieve:
What comes out:
Test here: http://bogmount.com/paster/
Edit:
Could this method or something similiar be implemented with the plugin?
http://www.reedbeta.com/blog/2012/05/26 ... on-part-1/
> max points = 40 > radius = 200 > > ( radius - distance(objectb.x,objectb.y,explosion.x,explosion.y)) / radius * max points > > for example 200 - 50 = 150 , 150/200 = 0.75 , 0.75 * 40 = 30 points > Thank you. You've saved me.
> max points = 40
> radius = 200
>
> ( radius - distance(objectb.x,objectb.y,explosion.x,explosion.y)) / radius * max points
> for example 200 - 50 = 150 , 150/200 = 0.75 , 0.75 * 40 = 30 points
Thank you. You've saved me.
You are very welcome. I'm glad that I could help.
Hi,
I'm trying to paste a layer as textured quad, but the quad is acting little bit strange.
Is this the way that the textured quad is supposed to come out or am I doing something wrong?
I try to achieve a kind of perspective effect to layer... What do you think is it possible with this plugin?
Used plugins: Canvas and Paster
max points = 40
radius = 200
( radius - distance(objectb.x,objectb.y,explosion.x,explosion.y)) / radius * max points
for example 200 - 50 = 150 , 150/200 = 0.75 , 0.75 * 40 = 30 points
Hi, your player sprite has default controls set to yes on your StarMenu layout. Fix that and it will work.
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Wow! Congrats!
To position objects the math in the shader is reversed, and it comes out kind of complicated. Change the m7x and m7y variables of the obj sprites to change their locations.
To position objects the math in the shader is reversed, and it comes out kind of complicated.
Change the m7x and m7y variables of the obj sprites to change their locations.
Wow! That is absolutely great. You are a living legend R0J0hound!
This is really neat and performs well! But something concerns me; how would someone map sprites onto this to follow the pseudo 3D? this would open up a world of possibilities if we could do that
Has anyone found any convenient way to map sprites?
I was also looking into this, but ended up using variables to store the settings.
I thought that aswell. It would be so much more convenient to get the parameters straight from where they are and not to store them separately..
So probably I'll have use variables like you do...
Sorry for bumping up an old topic, but I'm also searching answer for this question...
Have you found a solution for this problem? Is there any way to get effects parameters current value?
looks very good.
This would be great!