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    Re: Some issues with sinewaves

    Ahh, found the issue! After looking at your example, I figured out that I wasn't multiplying the sine of the dot's "Position" value by the frequency. Works excellently now! Thanks tons, arfa!
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    Re: Some issues with sinewaves

    Alright, managed to cut out a hefty chunk. Should be a lot easier to sift through what's wrong now.

    http://www.mediafire.com/?nm8ge7t63wthdqj
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    Re: Roatating object

    And then to make it move in closer, just keep decreasing "Distance" by whatever, and to control the speed at which it orbits the player, just keep adding some sort of "Speed" value to "BulletAngle"
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    Re: Roatating object

    Do you want it so that it gradually moves in on the player, or do you want it so that it specifically only moves in when it's completed an orbit?
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    Re: Some issues with sinewaves

    Well, that's strange. I'm uploading it again, but if that doesn't work, I'll just use a different host.

    EDIT: Hot dayum, this mfa is a hell of a lot bigger than I thought it'd be.

    Here it...
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    Some issues with sinewaves

    So, I've been creating this trippy little gadget with a bunch of rainbow trig recently, but I'm having some trouble with the dynamic moving sine wave I added to it. I took off of Eliyahu's example...
  7. Re: Maintaining relative position on an object

    Oh, it's not going to be a rope. It's more like one of those chain things that extends and that detracts and draws the play towards the hook. I realize that still is relatively difficult to do, but...
  8. Maintaining relative position on an object

    Sorry if the topic title might have been a little vague, but this is essentially what I've been trying to do. In the game I'm making, the player has a simple grappling hook that lets them cling onto...
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    Re: Trigonometric walk cycle

    Yeah, I should think that once I have one trigonometric walk cycle loop down, I should only have to jump in and edit some alterable values to change the type of character it's used for. i.e. Slowing...
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    Re: Lua side-view Water Effects

    The page doesn't load for me. :s
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    Re: Trigonometric walk cycle

    Not sure I entirely understand. The point about plotting the points on graph paper sounds easy enough, but with using the graphic calculator, how would I go about plugging the information in? ...
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    Trigonometric walk cycle

    So, I've recently been trying to step up a little with my platforming games and stray away from one-segmented bosses. I'm trying to create a massive boss that has separate segments for legs, arms,...
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    Re: Transforming a polygon/active using math

    Thanks for this, dude! Not that seasoned in Lua, but I'm definitely gonna try and learn some. This works swimmingly! (No pun intended)
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    Re: Transforming a polygon/active using math

    Thanks for the advice, Jacob! I'll make sure to give that approach a try.
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    Transforming a polygon/active using math

    I've been wanted to create some dynamic bodies of water for my platformer for quite some time, but I haven't really figured out a proper way to make it wave, ripple, or react to objects floating on...
  16. Thread: 360 shooting?

    by ELCGames
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    Re: 360 shooting?

    What I meant to say was that it can handle ATan, but not ATan2. ONLY ATan is available in the demo version of MMF2. And I really don't know how I still have the demo version. It's been six months,...
  17. Thread: 360 shooting?

    by ELCGames
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    Re: 360 shooting?

    I find it strange that you guys are saying it doesn't work in the trail version. I've been using it in the MMF2 trial for a long time now, and it works just fine.

    EDIT: Nevermind, that was using...
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    Re: Rotating platforms

    Hope I'm not being to much of a bother, but have you looked into this, LB? I'm still really wondering how to go about doing it.
  19. Thread: 360 shooting?

    by ELCGames
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    Re: 360 shooting?

    Alternatively, you can open the event editor and right click on the object with the behavior (should be marked with a little boxed "B"), and select "Show behavior".
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    Re: Rotating platforms

    Should be fixed now.
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    Re: Rotating platforms

    Here's a link to the fastloop engine that I've put together so far.
    Should be simple enough to make some tweaks.
  22. Thread: 360 shooting?

    by ELCGames
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    Re: 360 shooting?

    The problem with doing that is that the character is only able to face 32 directions. ATan2 lets the character face any direction, making shooting much more accurate.
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    Re: Changing the Platform Movement Jump Button?

    http://i55.tinypic.com/15n7ei9.png

    Under application properties ;)
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    Re: Rotating platforms

    Nifflas' platform movement widget is pretty good for it. Are you looking for something that can handle slopes? Because I have a pretty simple fastloop engine that doesn't require any extension and...
  25. Re: Detecting multiple destroyed duplicated objects?

    Sorry bout that, hm.

    Still making my way around this program.
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    Re: Rotating platforms

    :D Yeah, if I have any sort of gravity switching in my game, it'll just be the simple four directional kind. I knew it wasn't impossible, and thank you tons, LB.
  27. Re: Detecting multiple destroyed duplicated objects?

    Here ya go.
  28. Re: Detecting multiple destroyed duplicated objects?

    Weird. I that out myself now and it went fine. Would you mind if I checked your mfa real quick?
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    Re: Rotating platforms

    Thanks for the information about degrees per frame, Pixel.

    It's really disappointing to hear that it simply isn't possible to to this sort of thing correctly, as I was really looking forward to...
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    Re: Rotating platforms

    Oh my. didn't realize that. I've seen so many engines using it, without putting much thought into how hard it actually is. I'm sure there are ways to do it outside of MMF2, but it's probably pretty...
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    Re: Rotating platforms

    OOAGA

    Sorry for the jibberish, but man is this ever frustrating. I know that there's a solution in reach, I can feel it, but I'm still having the same problems with the character getting stuck in...
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    Re: Rotating platforms

    Cool beans! Woo, managed to get it working by deleting all of the slider bits and adding platform movement to it. Of course, since the default platform movement's collision detection stinks to high...
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    Re: Rotating platforms

    Ahh, excellent! I'm beginning to understand this now. Just a question, though: Does an object similar to the green slider need to be there to control movement? I doubt it, but it's just an inquiry...
  34. Thread: 360 shooting?

    by ELCGames
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    Re: 360 shooting?

    If you scroll down through the comments, there's an extensionless example as well ;)
  35. Thread: 360 shooting?

    by ELCGames
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    Re: 360 shooting?

    Here's a great, well-commented tutorial. It's really the only 360 engine help you'll ever need.
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    Re: Rotating platforms

    That would be fantastic. Thanks tons, both LB and Jacob, you've really been tons of help so far.
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    Re: Rotating platforms

    Aha! I see, it's more of a concept thing than anything. Thank you for this, LB. Just have to figure out how to test this whole "testing velocity" thing now.
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    Re: Rotating platforms

    D: Uh oh. Better get the full version sometime soon. I can't use extensions, because I'm running on a demo version.
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    Re: Rotating platforms

    Thank you, that would be wonderful.
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    Re: Rotating platforms

    Ahh, tangent LINES. I was thinking of the tangent of an angle. So, the circle lies WITHIN the platform, like this?

    http://i51.tinypic.com/an0dwh.png

    Also, I'd love to keep this thread going...
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    Re: Rotating platforms

    Would this be an accurate diagram, then? Sorry, my trig application skills are still developing. (Forgive the bad art)

    http://i55.tinypic.com/1zmz80p.png

    WAIT NO if I remember correctly, the...
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    Re: Rotating platforms

    Alright, I'll be sure to look at that for the circular platforms, but does it work the same way for, say, square, rectangular, or triangular rotating platforms?
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    Re: Rotating platforms

    Hmm... Sounds simple enough. I'll mess around a bit, but I think an example file would be lovely. I'm not looking for slope detection or anything fancy like that; I can implement that myself. But...
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    Re: Rotating platforms

    I'm not entirely sure we're on the same page here. Moving platforms are all well and good, I know how to do those, but ROTATING platforms are a different matter entirely.

    Here are some examples...
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    Rotating platforms

    So, I've been using Nifflas' platform movement widget lately, breaking it down and whatnot, but for whatever reason, I keep having a problem with rotating platforms. The character keeps getting...
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    Re: Static engine: "Bounciness" issues

    Thanks for that explanation, Nifflas. I'm going to try this out.

    I also find it amazing how you've managed to do this without any detectors at all. I suppose it really saves some valuable...
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    Re: Static engine: "Bounciness" issues

    I just wanted to give it a shot, I suppose. The problem with fastloop movement, for me at least, is that I haven't properly learned how to do slopes yet.
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    Static engine: "Bounciness" issues

    So far, everything in my static engine is working just fine. All the detectors are staying in place, wall detection works fine, X movement is working great, but I've come across a problem. The...
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    Re: Setting angle to face another object

    Holy crap, this Snippet Manager is actually extremely useful! Thank you very much, arfa!
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    Re: Setting angle to face another object

    D'oh! I knew I remembered that formula from somewhere, Jacob. ATan2, you're a life saver.

    Thanks for the help, and arfa, thank you for the suggestion. I'll make sure to look into it.
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    Setting angle to face another object

    Okay, I'm trying to do something here. How do you make it so that on object always is angled towards another object? I'm trying to get a rotating triangle to always face the center of the planet...
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    Re: Figure 8 movement issues

    Works like a charm, thanks!
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    Figure 8 movement issues

    So, I've successfully managed to give my little active a figure 8 movement pattern with the help of some good old trig, but I've come across a bit of an issue: He won't get out of that little corner...
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    Re: Fastloop platform engine and slopes

    Wonderful! Thanks Nifflas, I'll look into your stuff.
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    Fastloop platform engine and slopes

    So, I've just used Thatguyoverthere's platformer tutorial, and everything's working swimmingly so far, but I can't seem to figure out how to implement slopes in this engine.

    Could I get some help...
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    Re: Rotate charachter when riding hills

    Just a quick post:

    I've found some wonderful 360 degree tutorials down at the tutorials section of Sonic Fan Games HQ. I'd take a look down there for some tips on this kinda stuff, seeing as most...
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    Re: Rotate charachter when riding hills

    I would also love to learn how to rotate the character based on the shape of slopes.

    I don't honestly care how complicated the math is to learn it. I think it would be an invaluable thing to...
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    Re: Filesize reduction

    Thanks for the help, everyone! I managed to lower it from a 3.2 to a 2.4MB file size without much loss in sound quality, and I think that's a considerable step up.
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    Re: Filesize reduction

    Thanks for the advice. I'll make sure to give it a shot tonight.
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    Re: Filesize reduction

    Gah, I tried compressing it to as low a filesize as I could, but in the end it only shaved off about 0.04 MB.

    Here's a picture of my audio program. What am I doing wrong here?

    ...
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    Re: Filesize reduction

    That's a shame. I guess there's nothing that can be done, then.
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    Re: Filesize reduction

    Hmm, I've tried exporting my sound files as .ogg, but TGF just isn't playing it.
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    Re: Filesize reduction

    That's what I assumed. I always wonder how some game developers manage to cram so much sound into their games, and yet manage to have miniscule file sizes.

    Can you give any tips on reducing the...
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    Filesize reduction

    I've been having a lot of issues with reducing the filesize of one of my games-in-progress. With hardly even any actual content, the swf is already pushing a whopping 3.16 MB.

    I've uploaded the...
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    Re: Volume based on distance

    This is excellent, Marv! Thank you very much!
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    Re: Volume based on distance

    D: So, I guess I'm faced with a bit of a problem, then. I'm running on the Newgrounds version of TGF, so I can't get extensions. Is there no way to do it extensionless without having the frame-rate...
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    Volume based on distance

    I just saw a wonderful little platform test by Ricky over by the Daily Click, and it got me thinking, what would be the best way to implement distance-based volume in a game? I'm really eager to...
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    Re: Platform Movement Woes

    Thanks tons, Nifflas. Worked like a charm :)
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    Platform Movement Woes

    I'm currently trying to make a custom platform movement engine in which I'm using Alterable Values instead of counters for X and Y movement.

    I've come across a major problem here, though. It...
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    Re: Bullet-Time: There is no Foo!

    Thanks Dines! :D
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    Re: Bullet-Time: There is no Foo!

    The file link that you requested is not valid.


    It had some sort of error, so I couldn't get the file. Could you upload it anywhere else?
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    Re: avi issues help please! Thanks.

    It's also installed with the normal version of MMF2. [/quote]

    Really? Is it not in the trial version? Because looking through the available objects, I can't seem to find it.
  73. Thread: Camera zoom

    by ELCGames
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    Camera zoom

    Is there an efficient way to control zooming in and out in your game? I've looked around, but haven't found anything yet.

    Tried the Daily Click forums to no avail, so I'm looking here for some...
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