R0J0hound's Forum Posts

  • An ellipse orbit could look like this:

    X= 100*cos(t)+centerx

    Y= 50*sin(t)+centery

    And actually scaling with angle would be similar

    Width=32*abs(cos(angle))+32

    Height=16*abs(sin(angle))+16

    Edit:

    Looking at your picture it may need to be drawn skewed as just setting the width/height may not cut it.

    You could use the paster object for that. 1st paste everything to the paster in a normal circle, then set the paster height to half.

  • The particle object is a good start.

    Changing it's texture to a cloudy shape would help with the misty look.

    It also looks to have motion blur so you may be able use a directional blur effect to achieve that.

    Another idea could to have a texture that looks like part of the stream of water. Then to give it some rotation use sprites with the bullet behavior instead of particles.

  • Ocam works for me on windows vista. There were others that worked when i tried previously, like obs.

  • totoyan

    The goal is always to first create the effect, and this serves are a good example. Sure you can modify it to reuse the same 100 objects or only running the events when you need to, but that wasn't relevant to the example.

  • Prominent

    Sorry, I haven't had a chance to look into it yet. It's probably one of many edge cases I haven't handled.

    Badmiracle

    When using the apply impulse action the first vector is the impulse and the the second is the offset from the center of mass. Leave the second one to 0,0 and it souldn't add rotation.

    X3M

    Those expressions only give values under the pre/post collide triggers or under the "for each collision pair" condition.

  • I hear good things about the "move to" behavior.

  • They can be anywhere, it doesn't affect performance at all. In other programming language the same applies, but generally the function is defined before it is used. In some languages it doesn't have to though, the compiler can find the function fine even if it's put below the place it's called.

  • The search terms to use are "color profile" or "color management" or "icc". It's something to have images display consistency across monitors, it's managed by windows with it's program "color management".

    Anyway searching the above term with "chrome" give loads of relevant pages. Here's two:

    http://www.dpreview.com/forums/thread/3738355

    http://www.marcelpatek.com/blog/2011/11 ... le-chrome/

    Anyways the color changes due to a color profile, I don't know if one is using it or not though.

  • I can't open the capx right now but maybe it's because you use int() instead of float() so the result is being rounded?

  • Why would you want to do it without angle() or atan()? Internally angle() uses atan anyway.

    You could use an infinite power series to calculate atan() in radians without using atan.

    Or another method is to use an array to lookup angles from tangent ratios, and using interpolation for the in between values. However this is only as precise as how many values are in the array, not to mention you'd need to populate the array beforehand.

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  • Calculating the midpoint is fairly straightforward. It's just a matter of finding the enclosing bounding box:

    https://dl.dropboxusercontent.com/u/542 ... ngbox.capx

  • RBuster

    There's a "draw box" and "draw circle" action that can do that.

    To erase you have to clear everything with the "clear canvas" action and re-draw everything else. Another idea is to draw over the thing last drawn with white or whatever the background color was. I guess for either you need to come up with a way to keep track of what was drawn.

    It's much like mspaint in that once something is drawn it's just pixels.

  • I don't follow the size issue. It works the same for me if the player is any size.

    The second one always handles the player as a circle, size is irrelevant but you do need to change the radius value i think.

    I have no comparison on which is slower. They do slightly different things.

  • Badmiracle

    Usually if both objects have the behavior, the knock back is automatic. Or if you want it to be more severe you could apply an impulse on post collide. If one object doesn't have the behavior you can still apply an impulse.

  • My isometric behavior is only useful if you're using 2:1 isometric and want to sort blocks of any dimension in any location. They also have to be oriented the same. In sort it uses an algorithm that addresses cases that aren't easily sortable. While it also provides some helpers for the collisions and motion those can be done in many other ways.

    If you're doing everything on a ground plane or on a grid then the behavior is overkill and newt's suggestion is better suited.