Quote from: jwalt on Thu 31/10/2024 13:38:22Ponch is so gonna get whacked.
Now she's REALLY ready for cricket!

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: jwalt on Thu 31/10/2024 13:38:22Ponch is so gonna get whacked.
Quote from: Ponch on Wed 30/10/2024 22:05:32I appreciate you have me playing proper sports and none of that unAmerican nonsense like soccer and (shock, gasp) cricket.![]()
Quote from: eri0o on Mon 14/10/2024 11:12:26Rotation of particles is ags4 too - and It's a lot of stuff so it will be forOne hack that I can add to support these fakely is to be able to set the sprite of each particle and also being able to set a "final sprite", so it would increment the sprite number until the final one, which would enable to make the sprite change along with it's life. This would require a bit of care of the person using the module but it could enable some fun effects.
QuoteOne thing that one can do with these that I had the idea just now is to record mouse positions and throw them in a script array for playback if you want to make some "forest spirit" that points to things and want to keep the movement organical but don't want to have to note down all positions manually to enable this.I'm doing this myself and am using custom properties rather than an array to store this so it's easier to tell which coordinates link to which hotspot. Each hotspot has an X and y value and then a property which checks if this should be pointed to or not, and then the effect measures the distance and angle and points to the closest correct one. I'd be curious to see your vision for more organic movement!
Quote from: Danvzare on Thu 03/10/2024 11:31:50it even removes the gliding effect that people like Snarky think MovementLinkedToAnimation is required to fix.
Quote from: Crimson Wizard on Fri 27/09/2024 15:38:55(and ~1101 = 0010)
int FirstValue = 1101;
int SecondValue = ~FirstValue; //this sets SecondValue to 1011
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.052 seconds with 15 queries.