The Czar
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The CzarParticipantSorry to hear about your PSU! But good luck on your new house. 😉
Perhaps I could use several instances of the effect in a line between points that I create.
The CzarParticipantHi. Is it possible to make this effect more jagged?
The CzarParticipantHi. I’m having a problem when scrolling the game, the effects judder sometimes. Scrolling is done by changing the origin. Here is a screenshot.[attachment=0:30s0ueos]judder.jpg[/attachment:30s0ueos]
The CzarParticipantWith this code
Function Load()
particle_manager.SetScreenSize(TSettings.resolution_x, TSettings.resolution_y)
particle_manager.SetOrigin(TSettings.resolution_x/2, TSettings.resolution_y/2)
particle_manager.SetUpdateMode(tlUPDATE_MODE_INTERPOLATED)
For Local dir:String = EachIn LoadDir("DataEffects")
If Not _effects.Contains(dir) Then _effects.Insert(dir, LoadEffects("DataEffects" + dir, False))
Next
SetUpdateFrequency(15.0)
Tweener = New tTweener.Create(15)
End FunctionI get a Null object error here
'
Speed
If Not bypass_speed
e.speed = c_velocity.changes[0]
e.velvariation = Rnd(-current_speedvariation, current_speedvariation)
e.basespeed = (current_speed + e.velvariation) * parentEffect.currentvelocity
e.velseed = Rnd(0, 1.0)
e.speed = c_velocity.changes[0] * e.basespeed * c_globalvelocity.changes[0]
The CzarParticipantThank you, you are really very helpful. When I sell my game I will definately make a donation for you. 😀
Another question. I want to create a tesla coil weapon like in Red Alert games. Can I do this with Timeline FX? It means I will need two points, the orb of the coil and the target. Can that work? Thank you.
The CzarParticipantOK thanks that’s working now.
Is there a way to flip between compiled mode? I would like to turn off compiled mode sometimes to load quicker for a test. Does it have a significant impact on loading speeds?
The CzarParticipantOk I’ve got it working now, thanks!
Another question: I have an engine trail effect from a rocket. As the effect is attached to the rocket, when the rocket hits its effect is deleted and the effect stops suddenly, which looks bad. So I’ve made a list of dying effects and when an object dies, it puts its effects into that list. I want effects in that list to fizzle out and then remove when they are finished. How could I go about doing this? How do I tell an effect to die, and check when it is dead?
The CzarParticipant[attachment=0:33yzb981]Screen2181.jpg[/attachment:33yzb981]
This screenshot shows what I mean. I scrolled to the side and it made the water flow like that, when it should still go up in a straight line.
The CzarParticipantI think I’m a bit closer to the problem. When I tell an explosion to change position, it can leave trials of effects as it moves. But I’m using SetPosition to move it accross the screen as I scroll around the map – the explosion isn’t physically changing position. What’s the best way to change the position of an effect on the screen without the effect thinking it is moving?
The CzarParticipantI’ve tried all that and it doesn’t work 😥
Here is the code that sets the position:
If _effect Then _debugtext = "effect"
?Debug
If _debugtext.Length > 0
DrawText _debugtext, pos.x, pos.y
End If
?
If _effect
_effect.SetPosition(pos.x, pos.y)
End IfThe debug text appears at the correct position on the screen, but the effect never moves from its starting point. I’ve got all the particle managers and tweeners and stuff doing their thing. What’s wrong???
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