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  • [quote:2ygv8inz]I'd still like to see the option to not align the image by hotspot though...

    what do you mean deadeye?

    cuz I've always thought it would be useful to set an image location based on an imagepoint, is that what you mean?

    so I can say, set position of sprite to 3,3 by imagepoint "myimagepoint", and then it would set the sprites imagepoint to that location instead of the hotspot, easy enough to do rightsideup, but at an angle, it would be quite helpful

  • thanks everyone

    deadeye

    it took about a week. I called in sick to work

    that was a week including recording the vocals, too, although that was the first day

    I used anime studio to do all the animation

    and sony vegas to put it all together,

    originally all the lipsync was synced

    and there were a few things moving that were synchronized with the music that aren't in the final,

    but I was in such a hurry to get it in that I didn't notice I had slided everything over a split second somewhere in there. oh well...

    but yeah, anime studio, which coincidentally, the limitations of anime studio are a big inspiration for the animation engine I'm making with construct

  • sorry so late soldjah

    happy birthday

    how'r you 29 again

    soldjah soul to the devil?(pun intended)

    have a good few days after your birthday

  • [quote:1mzugkff]i have so much art i don't know what to show you!

    something good

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  • yeah, it's not unrealistic for objects to fall at the same speed

    the only thing that makes certain light things fall faster is air resistance

    physics doesn't account for air resistance, but you could code it with events if you wanted to, by adding upward force for times when there should be air resistance

    in this example a constant resistance to falling is applied,

    http://dl.getdropbox.com/u/1013446/airresistance.cap

    but if you wanted you could design a more complex model that takes angle into account, and external forces, like wind puffing out from dropped objects. And of course, code for the angle as well

    it's just a matter of working it all out,

    but point is, smaller things falling at the same speed is correct since physics doesn't have a parameter for air resistance or the presence of air for that matter

  • a little background story,

    so

    intuit, the makers of turbo tax had this contest where you could win $25,000 if you made the best rap video about turbotax.

    Vanilla Ice decided the grand prize winner. ....Vanilla Ice...

    anyway

    I got 4th place. 2nd would've got me $5,000. 3rd would've got me $1,000.

    The grand prize winner and 3rd place guys emailed me out of the blue and told me I should've won grand prize. it was very gracious of them, and I'm not saying it to brag or to whine; It just seems like an interesting tidbit to the story.

    Vocals, beat, and animation by me. sorry about the crappy youtube compression. I don't know how people got their videos to look decent before adobe premiere elements

    but without further ado

    here is the tax rap

    hope you enjoy:

  • What I'd love to do someday is make a game similar to this for the iPhone using tilt controls

    that's a really good idea. I mean, it wouldn't be the first game to use the accelerometer to tilt the world, but I certainly never thought to do it with katamari. ok,

    well, first, please post a sample of your art.

    we could make it a world tilting game on pc, or do you think not having the accelerometer would defeat the purpose? It's a little too much trouble to do it, just to do it, but If you're interested in the idea, I can rig up a working world tilting physics model, it might be interesting.

    either way though. I'm really curious to see the art style. and I'd like to at least do one of the music tracks.

    As for the aspect ratio, I think we should make it work in either. It's always annoying when a game doesn't let you use your monitor the way it's meant to be used, you know?

    the art, man! the art!! I wanna see the art!!!

    it doesn't necessarily have to be something katamari related

    I just want to see something you've done.

  • use global variables to store the selection choice of the fighters

    I'm not sure what you mean about the higher%=less weight thing

  • how is it not a solution?

    try this:

    http://dl.getdropbox.com/u/1013446/angles.cap

    type in an angle

    this one only moves clockwise

    and at a steady pace

    but if you wanted it to smoothly slow down,

    and go clockwise or counterclockwise depending on speed

    you could do that with a few extra events/actions

  • for 45 degrees for instance

    if angle is less than 45

    rotate clockwise 1

    it's better if you have a position

    then you can do rotate toward position

  • good stuff

    this is going to be real

    steam sellable stuff when you're through

    if that's where you're going with this

  • it does detect audio volume

    not stuff though

    get peak level

    gives the current volume level, and you can use it in realtime to do cool stuff that reacts to the sound

    it just can't give you any more complicated details of the sound like pitch and such

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lucid

Member since 16 Jan, 2009

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