imported_peterigz
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imported_peterigzParticipanthi Mark, when you export, if you have “save as texture” selected then that will save the animation as a sprite sheet, with columns and rows. I guess Save as Texture is a bit misleading, I might change it to sprite sheet 🙂 You can’t dictate the number of rows and columns though, it just aims to keep the width and height of the sheet in powers of 2. See if that works out ok for you though.
I’ll look into adding save every nth frame, as it sounds like it could be a useful feature.
imported_peterigzParticipantWatch this space 🙂 I’m currently finishing off Rigz.Collision which will be complete with quadtrees allowing for managing game worlds like this much more easier. The particle manager will start using quadtrees quietly in the background to manage off screen culling and upadating of effects much more efficiently.
I’ll definitely write a few examples then for exactly this type of thing.
imported_peterigzParticipantThanks, good to see you got it working 😎
For the GUI I used wxWidgets, which was wrapped into a module by Brucey. I did originally use maxgui but I re-wrote in wx as I found that maxgui got a bit limiting after a while. wxWidgets has a steeper learning curve but I found it a much better way of working in the end.
imported_peterigzParticipantMaybe you could update the particlemanger origin by the camera position? So something like:
MyParticleManager.SetOrigin( camera.getX() - viewport.getX(), camera.getY() - viewport.getY())
imported_peterigzParticipantI would just place the effect at exactly the same world coordinates as the car then use particlemanager.setorigin. You might have to do something extra to line it up as by default a particle drawn at 0,0 coordinates is drawn at the centre of the screen.
So, if your map/camera position is 0,0 and the coordinates of one of your game objects is 0,0, then is it drawn at the centre of the screen, or the top left of the screen?
If it’s the top left then you’ll probably need something like:
ParticleManager.SetOrigin(MapPosition_X+GraphicsWidth()/2, MapPosition_Y+GraphicsHeight()/2)
otherwise just
ParticleManager.SetOrigin(MapPosition_X, MapPosition_Y2)
maybe enough.
imported_peterigzParticipantglad you solved it 🙂 , also TimelineFX does indeed work on Mac and I assume Linux, although I’ve never tested on Linux before. Can’t see any reason why not.
imported_peterigzParticipantHi Imphy, how do you attach the effect to the car? It looks to me that when the car is centered on screen the emitter world coordinates no longer change, when it should instead be moving through the world still. Maybe there is no translation from screen space into world space? If you give the emitter coordinates the same as the vehicles world coordinates, then in theory that should be enough, as long as the origin of the particle manager is aligned properly with your world.
It seems like you might be getting the screen coordinates of the vehicle for the emitter instead, which is messing things up when the vehicle no longer moves in screenspace because it’s centered on screen.
Let me know how you get on 🙂
imported_peterigzParticipantHey ziggy, are you still using blitzmax v1.35 or lower? I updated that mod so that method uses the new DrawImageSubImage (or whatever it’s called!) when v1.36 came out, which may just fix the problem. You can get it via SVN or the downloads page. Otherwise, let me know which version of Max you’re using and I’ll test it out, although I’d recommend you upgrade to 1.36 unless there’s a reason you need to be on the lower version?
imported_peterigzParticipantI’ve been experimenting with lava and water textures again, so let me know what you think. To see each texture properly it’s best to go into animation properties for each effect.
http://www.rigzsoft.co.uk/files/Lava.eff
Still plenty of room for improvement I think but there’s a few ideas in there.
imported_peterigzParticipantThat was relatively painless, new version available via SVN, I’ll just update the downloads as well.
imported_peterigzParticipantWell now I’ve implemented the seamless texturing I think a proper animated texture library would be interesting 🙂
imported_peterigzParticipantHehe yeh I just saw it about 2 minutes ago and thought, I wonder if there’s a post on here yet 😀
I’ll sort it today. It’s all very exciting.
imported_peterigzParticipantHere is the Asteroids tutorial attached, and all the source code for it is here: http://www.rigzsoft.co.uk/files/asteroidstutorialpart3.zip
imported_peterigzParticipantHello, I changed quite a few things which I marked with remarks. The main thing was to put a new field in the ship type to contain the thruster effect. You can then use this to update its position in the UpdateState Method. I also changed the timing code a bit. Logic updates should go in the for..next loop and rendering should happen outside. Take a look at this example: http://www.rigzsoft.co.uk/index.php?option=com_content&view=article&id=25 for a basic timing example using the tweener mod. If you understand that then you can add tweening to you spaceship as well.
It is is very OO and can be tricky to get used to but very much worth it in the end. I recommend the basic game tutorial here on this site: http://www.rigzsoft.co.uk/index.php?option=com_content&view=category&id=11&Itemid=11 and I also wrote another tutorial about making an asteroids game that actually uses the thruster effect. I wrote that for the Blitzmax coder magazine but I’ll attach a copy here in this thread if you missed it, I’ll just go dig it out…
imported_peterigzParticipantahh, it’s quite simple actually, the SetIdleTimeLimit you’re setting for the particle managers is too low, so those sub effects are being removed before they get a chance to spawn the particles. about 50 should be enough. I should probably change it so that it isn’t so picky when it comes to sub effects, but this will fix it for now 😉
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