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Messages - ThreeOhFour

#61
The Rumpus Room / Re: Target: Ponch's Avatar
Fri 01/11/2024 08:56:00
Quote from: jwalt on Thu 31/10/2024 13:38:22Ponch is so gonna get whacked.

Now she's REALLY ready for cricket!  :=
#62
The Rumpus Room / Re: Target: Ponch's Avatar
Thu 31/10/2024 05:47:54
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.  :shocked:

The last time I was in America every Uber driver wanted to talk to me about cricket  :=
#63
Great stuff!

Reading through some of the changes to recent versions of the editor, I notice a lot of room editing shortcuts have been added that makes it work much like image editors. Things like space + click & drag to pan, ctrl + mousewheel to zoom in and out based on cursor position. I love this! Another shortcut I use all the time in image editing programs is alt + click to colour select with the eyedropper tool. Seeing as alt + click doesn't seem to be used for anything else in here, might I add that as a feature request? It would make picking between hotspots, regions and such very quick and familiar to people used to Photoshop, Aseprite, Clip Studio Paint, etc.
#64
I'm glad to hear it! And if you see me post any code with poor formatting then I'd gladly welcome any suggestions to correct it.
#65
Yes, I will probably talk about most of it, if that interests people! I already have a post here where I talk about some of the process of painting a scene while incorporating 3D. I think I've done many process posts over the years but most of these are probably outdated and I don't remember where I put what. But yes, I will share what I can, what tools I used and how as it's relevant to do so!

As for concept art, I even shared some at the top of my post today!
#66
Great to know, thank you!
#67
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.

Yes I've done this too in the past and it works reasonably well. Especially if you treat it as modular so that it can loop back to the start. Then the user can just set increment or decrement to change the direction of rotation, and step value to change the speed.

Yes, I used blending modes. One of many good additions to AGS4!

I'm curious about performance too. I've no idea how performant 100 overlays running at once would be but I'm assuming in low resolution it's less of an issue.

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!
#68
Nice! I think your examples are great. I've been starting to play around with making something similar for myself too. I posted a quick example here.

Some stuff that I use a lot in making VFX that might be worth thinking about:

-particle rotation
-tint of each particle over time
-effect angle (so if you want a stream of water to shoot upwards, or at a 45 degree angle, etc
-variation properties for things like life, spin, speed, size, etc
#69
Thank you Hobo! I am curious to see how the process goes, and I get the feeling that eventually my posts will be "Yes, I am still working on the game, yes it still has a long way to go", but I am enjoying the process of recording the journey so far. Thanks for following along! :)
#70
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.

Preference is fine, everybody's taste is different. Just pointing out that this claim you made was incorrect.
#71
Danvzare, it can be a little hard to see these things if you're not looking close enough, but it might be worth slowing your gifs down and zooming in and taking a closer look. This is how your "goodnonlinked.gif" example appears when you do that:

#72
It's definitely not as smooth as it could be. Have you tried using the Tween module to move the camera? What command are you using to move the screen?
#73
A good approach is to break down your goals into individual pieces, such as "Make a character walk", then "Make a character take an object", "Make a character open a door and walk into another room" and then when you get stuck ask for specific help on your exact problem. Eventually the script language will start to make more sense as you accomplish your goals!
#74
Thank you cat, I have updated my blog post to point to the new thread!
#75
While this is definitely beyond my current goal of simply returning to some basic competency at making my ideas happen in AGS, it's very cool to see more detail on this side of programming!
#76
Quote from: Crimson Wizard on Fri 27/09/2024 15:38:55(and ~1101 = 0010)

No wonder I stayed away from writing code all these years  :=

Very useful example, thank you!!
#77
These look like superb additions. I've absolutely been considering trying out AGS 4 (but I figured that I should relearn a little bit of programming so that I don't pester you about things that are problems with how I write scripts and not the latest version). But these and other new features have me very interested to try it out.

The cheat sheet is very useful, too! May I ask for an example of how to use the bitwise negation operator in syntax? Would it be something just like:

Code: ags
int FirstValue = 1101;
int SecondValue = ~FirstValue; //this sets SecondValue to 1011
#78
That clears things up a bit, thanks! You can see I wasn't joking when I said I'm very rusty at doing this. I'll link to your explanation in my post!
#80
What a great idea for a module! Superb stuff.
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