lucid's Recent Forum Activity

  • Totally off topic, but I always think alibash's sig is a redbull ad banner

  • thanks guys

    and you're welcome,

    btw here's the version with the blur effect so you can see how it looks:

    http://dl.dropbox.com/u/1013446/mantis/rocketblurred.rar

  • I think it's my favorite rnb song in years

    and it's insanely catchy, I find myself dancing to it even when it's only playing in my head

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  • so first of all....sad story, but look at the brother, what a caricature:

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    and now look what someone did, I had no idea there was such talent in the world:

  • here goes a particle visualization, a very different look and feel, using the same parameters used for the smoke before, but using particles to visualize:

    http://dl.dropbox.com/u/1013446/mantis/rocketfluidparticles.rar

  • goodness quazi

    you're f'in brilliant

    not too mention the eventing skill

    I can actually see how it all works, or at least how it can be done

    but that makes it all the more impressive

    the idea of taking it to that level of polish in what was undoubtedly some insane events sheets is just sickening

    if I have any complaints, it would just be that alot of the stuff isn't too intuitive, like the editor, but can't complain, I'm sure the deadline was pressing

    and good job davio, too. the music and art are perfect

    when you guys are ready to start an indie dev company with me, let me know

    seriously

    hope you win, man...not sure what the prize is, but I hope it's good

    if not, still worth it

  • yeah, it takes alot of cpu power though

    also, I was doing some experimentation, and horizontal plus vertical blur makes a big difference I'll upload that later

    also, the main thing stopping the quality from being at least a little better is construct won't let me split the sprite up into more pieces, also, I'm going to check with the devs again if they can add something to sprite to allow plugins to change the distort map

    right now for the smoke to be resolution 100x100 (right now it's calculating that, but it's only displaying 50x50, to do 100x100 it would take 10,000 calls to the set distort map action, construct is just not fast enough to run that many commands per tick

    the cpu overload would still be there but it would take alot less action calls if one step could set the entire distort map.

    also, this is only one method of visualizing the fluid, you could also have particle effects that come on when the is a certain density, or even no visualization for the fluid itself, but leaves blowing in the wind, or plankton being carried on a current through water

    the plugin just calculates the fluid, it doesn't display anything. what you're seeing on the screen is a sprite with a distort map

  • wow tokinsom, I'm usually not impressed with the retro stuff, but that looks damn amazing. it looks and sounds like it could have been a commercial gameboy color game back in the day

  • oh yeah, that reminds me, what cpu speed do you have?

    and what gfx card

    it could be slow because of the two sprites divided in to 5000 polygons each

    or more likely the actual smoke simulation

    btw did it slow on the fire one, or did you try both?

    the fire one is running two simulations at once (one for fire one for smoke)

  • yeah 6 fix, you can do it manually by adding a negative amount of smoke, that's used for the fire in this new demo:

    http://dl.dropbox.com/u/1013446/mantis/rocketfluid2.rar

    also the fire was done with a few tweaks of the settings...very exciting

  • oh hey, I stopped the android thing when I started making that contest project and I realized I could make a truly high quality pc project, but I believe what I was doing was using the larger images only, and then shrinking it to screensize , designing it for Motorola Droid screen, and allowing the other phones to widen or shorten the sides (it was a landscape game). they have that special resolution independent pixel, that's the same size on any screen, but I wasn't using that because I hadn't gotten to the UI yet, and I'd rather the game characters be tiny on small screens, than have the player have less play space

    if you need more specifics I'll fire up eclipse and see if I can find the old files

    also, if you have any trouble with specifics, like getting accelerometer, or touch values, or simulating imagepoints, and I do find my eclipse files, I'll be happy to help with any questions.

    it's been a month or so though, so I'm a little rusty

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lucid

Member since 16 Jan, 2009

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