lucid's Recent Forum Activity

  • if it's transparent in ps

    with the grey and white checkerboarded background

    save as PNG and it should look the same in construct

  • btw, I like yours deadeye

    what did you use to make the donut parts seperated out like that?

  • http://www.cgtextures.com/

    if you're skeptical, take a look, you don't want to pass this up.

    these are really awesomely photographed super detailed textures, inches of fabric at 1860x1650

    a few feet of ceramic roofing at 2918x1930

    they also have two smaller sizes available of each texture

    you can preview the texture before you download at the different sizes

    They can be used commercially for free (assuming it's a game and you're not just trying to sell the textures)

    You don't even have to mention them in the credits(though, personally, I would.)

    you cannot, however, make an open source game using these textures(because that would be redistributing the textures)

    read the FAQ, and the license before use.

    there's a 15meg/day download limit,

    you can pay to have larger download limits

    paying members get the same database of textures

    it's split up into categories,

    perfect website, btw. Exactly how it should be.

    huge huge selection of stuff, from rusted metal, to vehicle tires, to fabric, to skies, to piles of trash

    [quote:38tw6u6b]

    Misja Baas, senior artist, Guerrilla-Games:

    "CGTextures.com is one of our primary resource sites for texture work on Killzone 2.

    It offers a great collection of extremely useful resource material that we've used on environments, props and vehicles. The site is very well organized, frequently updated and the quality is of the photos is very good.

    One of the best texture resource sites on the web!"

    /i]

    just take a look

    http://www.cgtextures.com/

  • updated with slightly higher magnification rate

    makes it easier to see the wraparoundness of it

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

  • you have a big sprite with the lives left and the box around the item and everything called tablo

    don't make that over and over

    just have the whole thing as one sprite

    and have the tiny number be many sprites

    just that one thing is wasting alot of vram

  • here's the method with the magnify pixel shader

    I have alot of shady stuff going on here, so let me know if it runs like crap

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

    hey deadeye, I can't load yours because I don't have overlay proper

  • i'm at work now, and i'm going to be pretty busy today when i get home, so i wont be able to take a crack at it til sunday probably, but this can be done. using resizing canvases alone or with lens shader and canvases

  • no tutorial on hinges specifically.

    pretty simple stuff

    heres a quick tutorial

    start a new cap

    make 2 sprites

    put physics behavior on both

    make sprite1 immovable(on the properties for the physics behavior)

    put sprite1 in the center of the layout

    put sprite2 to the right of it, and leave a decent space between

    in your event sheet, make one event

    start-of-layout

    then add one action. sprite2, under physics tab

    create hinge to sprite1

    run the cap

    you'll get the idea

    if you do a hinge in both directions the hinges fuse the two objects together and no longer rotate like hinges

  • well

    the project is pretty big

    there's no way to find exactly when it started crashing

    one thing I will say though

    that tablo variable that changes the whole hud every time they lose a life is a waste of VRAM

    you should keep the whole thing the same except for the number

  • thanks ash

  • yes, if you need the hinge to not be a hinge that moves, but just they get stuck together

    hinge object a with object b
    then 
    hinge object b with objecta[/code:3q3avccv]
    this will make them stuck together like one big object
    
    if you're really intent on it looking crazy, you could add something graphical that happens to make them gel, either a distort map thing, or an in between sprite there just to make the gel area look just right, 
    but yeah hinges connect,
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  • well I guess I forgot to request my feature

    I think you should be able to get peak level for each channel playing

    it could be very useful, and not just in music games

    characters could lip sync to the loudness of their voice

    you could have an accurate measurement of how loud something is

    if you wanted a model for when a npc should hear something

    of course with music games it opens up alot more interesting and intricate possibilities

    is the separate channel thing something difficult to implement?

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lucid

Member since 16 Jan, 2009

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