MPPlantOfficial's Forum Posts

  • Hmmm... I guess level design would be a good one.

    I've played a lot of romhacks and game types in general yet level design still seems to be one of my main weaknesses.

    A lot of people in the game industry worked in pairs or more (such as ID Software and Team Meat) because some people were just seemingly better at using tools than the tool creator himself.

    I noticed a lot of one man teams go for Roguelikes instead.

  • Hey MPPlantOfficial, you wanted a trippy effect? Have a look <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://doptrix.com/C2/WebDemo/

    CAPX

    I actually used bullet for mine and created barriers to make sure the particles don't exit layout.

    I'm seeing 1 or 2 sines in your demo and will be sure to check out the capx. Thanks!

  • Yeah. I didn't implement it to check the "going back" lines.

    For instance, if you have 3 particles A, B and C, there are 3 lines: AB, AC and BC. In my implementation it will create AB, AC, BA (which is, essentialy AB backwards), BC, CA (again, AC) and CB (again, BC). The idea was just to show you how to go with the lines. You should treat the code to skip already drawn lines...

    EDIT: in fact, I think it is even drawing lines towards themselves...

    Finally got it to work. Used loopindex("this") for starting point of loopindex("target")

    Looks great and according to particle.count it's right. Thanks again.

  • Here you go...

    https://www.dropbox.com/s/j0f5ti8dvz56c ... .capx?dl=0

    I reduced the number from 80, because it seemed toooooo much. But you can just put whatever you need there. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This one actually has unlimited spawning strands but I put it under "TriggerOnce" and it's good. Thanks!

  • Thanks!

  • Like this?

    Yes. Like that.

  • Basically I want to create particles, all of which have 1 STRAND CONNECTED TO EVERY OTHER PARTICLE on the screen to give that "spiderweb" effect for some trippy background effects.

    https://www.dropbox.com/s/om6il8989vxe6 ... .capx?dl=0

    I kind of the get idea up to a certain point. As you can see in my capx, I have no problems with spawning the initial particles and respective strands but I have trouble with the next few ones

    I'm thinking something like:

    For X particle spawned > particle(loopindex) spawn 1 Joint

    repeat particle.count-loopindex times

    Now my problem is actually getting these spawned lines to connect with to the right opposing particle.

    How do I accomplish this? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hey MPPlantOfficial

    Not sure if you've seen my previous question.

    Is it possible to recolor text with additive blend if I have a background in my game which is not white?

    I've not tried it myself. Why don't you experiment for a bit?

    Maybe there's a way of applying blend so that only 1 or 2 layers are affected

  • MPPlantOfficial

    I can't load your example, it requires "Flood Fill" behavior by rexrainbow, which I can't find anywhere.

    Here's one using sprite boxes only: https://www.dropbox.com/s/olzoy0p4wfzwg ... .capx?dl=0

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  • MPPlantOfficial

    I can't load your example, it requires "Flood Fill" behavior by rexrainbow, which I can't find anywhere.

    Updated. Try this one: https://www.dropbox.com/s/at4bg7tjp2w12 ... .capx?dl=0

  • MPPlantOfficial

    I can't load your example, it requires "Flood Fill" behavior by rexrainbow, which I can't find anywhere.

    Don't worry. As I'm typing this I'm creating an even better one that uses only Sprites. It'll be ready in about and hour.

  • newt, I'm so glad I didn't know about Construct 2 in those good old days <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    blackhornet, wow it does work! And when I move the sprite font object off the screen after pasting, the performance on mobile is good. Still not sure if I want to use it with all my sprite fonts, but will keep it in mind.Thanks!

    Hey buddy. I have yet to check out BHT's example but I'm currently experimenting simply using

    Sprite Fonts + Additive Blend Mode

    https://www.dropbox.com/s/6ci43ij38e0kd ... .capx?dl=0

    It's very easy to you a simple single box sprite with many animation frames of different colors to display achieve absolute colors when placed on top of your sprite font.

    With gradual color change on the other hand, I created a top colored non-transparent layer, set the whole layer to "Additive Blend" and just manipulated the r,g,b (x,x,x) colors of the background.

    This one works pretty well but only works if you put the color layer and sprite font layer at the 2 bottom most layers.

  • Amen, brother.

  • MPPlantOfficial (beacons, many thanks!)

    I haven't logged in here in a long time.

    What did you mean by "beacons"?? Did I send you a capx or something back then?

  • help

    Sorry but I can't help you right now.

    I just started making games again. When I get to exporting I will be posting here again.