lucid's Recent Forum Activity

  • -player-is overlapping wall

    ---system compare--countmatching("wall") equal to 2

    ----------player-destroy

  • Interesting

    Also, I think the developer might be this guy:

  • Wow... that is very nice! I'd say multicore is an essential feature, otherwise you simply won't get the performance out of it, and quad cores are becoming more common, so a 4x speedup would be great. The resolution is a bit blocky, but the blur covers it up really nicely.

    Also, why hijack a sprite mesh? If you're using set distort map actions in the event sheet editor, that's going to hammer the performance unnecessarily. Why not have your plugin draw the mesh itself?

    I got the multicore working, I juust need to add the code to autodetect the number of cores

    As far as the distort mesh, I meant you could just set a sprite to apply it to like a behavior and it would do it behind the scenes without actions in the event editor. As far as why I don't do it myself. The only way id know how is to copy paste all the sprite code,

    Which I guess could work, but it'd still be cool for plugs to be able to hijack meshes, not just for this plugin. it would work well with davos ribbon plugin, for example

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  • 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

  • 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)

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lucid

Member since 16 Jan, 2009

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