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 The Flux (again) 
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Post Re: The Flux (again)
gtaiiilc wrote:
giant run-on sentence

no


Fri Sep 25, 2009 6:54 pm
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Post Re: The Flux (again)
I am SO sorry about that but I went and re-worded it. I will try to keep my ideas in a more orderly fashion :oops: .


Fri Sep 25, 2009 7:32 pm
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Loose Canon
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Post Re: The Flux (again)
Seems too OP.


Fri Sep 25, 2009 8:23 pm
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Post Re: The Flux (again)
Why make this into only a mod, why not a full game?


Fri Sep 25, 2009 8:51 pm
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Post Re: The Flux (again)
I don't think anyone (excluding you) honestly has the capability to do that.
If you can make a system that you think would work for this then... great!
If not, then that's why hes making it a mod.


Fri Sep 25, 2009 8:59 pm
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Post Re: The Flux (again)
lafe wrote:
Why make this into only a mod, why not a full game?

Why make a new engine when there's one already readily available?

Also, time to mod this ♥♥♥♥. First order of business: Rift, and White Flux.


Sat Sep 26, 2009 1:41 am
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Post Re: The Flux (again)
Darlos9D wrote:
lafe wrote:
Why make this into only a mod, why not a full game?

Why make a new engine when there's one already readily available?

Also, time to mod this crap. First order of business: Rift, and White Flux.


use construct, its free, its got glows, lighting effects, advanced physics, its virtually laggless, and roughly as hard as .ini modding? and its open source, but you can put any license you want on what games you make.
http://www.scirra.com/
if you want, i can do the code if you can do the sprites?

EDIT:

by the way, my rep here may be as a troll, but in some other community's people actually like what i make in the way of video games.
example: http://www.phunland.com/forum/viewtopic.php?id=5292

if you want to see my previous work:

http://www.youtube.com/watch?v=PwdeQSjf5jc&feature=fvw
lafesim, an interactive physics simulation game, kind of like powder and sand games, but with physics.

http://www.youtube.com/watch?v=lUkdMKTruSw
freedom, a baby sandbox/open world game i got started, but then got bored. involves heavy physics and inventing vehicles.

/ BY 2
a quick 1 day game maker made game, short, but a neat concept.
control 2 players at the same times with the same controls in different worlds.
http://www.youtube.com/watch?v=6RCX7VrouHc

see, i don't suck at game design, only modding, and mainly only because i cant sprite in ccs style.
i can do simplistic, black and white, and gray-scale spriting decently, however.


Sat Sep 26, 2009 2:00 am
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Post Re: The Flux (again)
Huh.

*LAFE GAINS NEW ITEM: "Hyper's Respect"!*

Maybe you should change your avatar though. Honorable mention kind of means "no significant prize for you".


Sat Sep 26, 2009 2:27 am
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Post Re: The Flux (again)
Hyperkultra wrote:
Huh.

*LAFE GAINS NEW ITEM: "Hyper's Respect"!*

Maybe you should change your avatar though. Honorable mention kind of means "no significant prize for you".


:D
yeah, that is a good point about the prize.
FIXed


Sat Sep 26, 2009 2:31 am
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Post Re: The Flux (again)
Alright, ignoring this solicitation and moving on...

I've banged my head against glowing emitters in the past and have always had trouble. Why doesn't this glow?
Code:
AddEffect = MOPixel
   PresetName = Blank Particle
   Mass = 0
   LifeTime = 100
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 255
         G = 0
         B = 255
      TrailLength = 0

AddEffect = AEmitter
   PresetName = White Flux Glow Emitter
   Mass = 0.01
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Flux.rte/Graphics/null.bmp
   FrameCount = 1
   AngularVel = 0
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   ScreenEffect = ContentFile
      FilePath = Flux.rte/WhiteFlux/WhiteFluxGlow.bmp
   EffectStartTime = 0
   EffectStopTime = 55
   EffectStartStrength = 1.0
   EffectStopStrength = 0
   EffectAlwaysShows = 1
   BurstTriggered = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Blank Particle
      ParticlesPerMinute = 5000
      Spread = 0
      MaxVelocity = 1
      MinVelocity = 1
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstSize = 1
   BurstScale = 1
   BurstTriggered = 1
   BurstSpacing = 500
   EmissionDamage = 0
   FlashOnlyOnBurst = 0
   GibImpulseLimit = 99999
   GibWoundLimit = 99999

Man, I wish glows were just general attachables or something.


Last edited by Darlos9D on Sat Sep 26, 2009 3:05 am, edited 1 time in total.



Sat Sep 26, 2009 3:02 am
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Post Re: The Flux (again)
Because you can't directly attach a glow to an emitter silly. You can give the emitter a glowing flash or make it emmit glowing particle.


Sat Sep 26, 2009 3:04 am
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Post Re: The Flux (again)
CaveCricket48 wrote:
Because you can't directly attach a glow to an emitter silly. You can give the emitter a glowing flash or make it emmit glowing particle.

Dammit Data!

From Base.rte/Effects/Pyro/Pyro.ini
Code:
AddEffect = AEmitter
   PresetName = Fuel Fire Trace Gray
   LifeTime = 200
   Mass = 0.1
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Actors/Clones/JetpackNozzle.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -6
      Y = -4
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 0
      Depth = 5
   ScreenEffect = ContentFile                                               <---- WTF
      FilePath = Base.rte/Effects/Glows/YellowHuge.bmp        <---- WTF
   EffectStartTime = 0                                                         <---- WTF
   EffectStopTime = 55                                                       <---- WTF
   EffectStartStrength = 1.0                                                <---- WTF
   EffectStopStrength = 0                                                    <---- WTF
   EffectAlwaysShows = 1                                                    <---- WTF
   BurstTriggered = 1                                                          <---- WTF
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Main Thruster Blast Ball 1
      ParticlesPerMinute = 2500
      BurstSize = 1
      Spread = 1.57
      MaxVelocity = 3
      MinVelocity = 0
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Main Thruster Blast Ball 2
      ParticlesPerMinute = 2500
      BurstSize = 1
      Spread = 1.57
      MaxVelocity = 3
      MinVelocity = 0
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Main Thruster Blast Ball 1
         PresetName = Fire Ball Glow
         ScreenEffect = ContentFile
            FilePath = Base.rte/Effects/Glows/YellowBig.bmp
         EffectStartTime = 0
         EffectStopTime = 100
         EffectStartStrength = 1.0
         EffectStopStrength = 0.5
      ParticlesPerMinute = 1000
      BurstSize = 2
      Spread = 1.57
      MaxVelocity = 3
      MinVelocity = 0
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Glow Particle Yellow Huge
         PresetName = Explosion Flash Glow
         EffectStartTime = 0
         EffectStopTime = 100
         EffectStartStrength = 1.0
         EffectStopStrength = 0
         EffectAlwaysShows = 1
      ParticlesPerMinute = 0
      BurstSize = 1
      Spread = 1.57
      MaxVelocity = 0
      MinVelocity = 0
      PushesEmitter = 0
//   EmissionSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/Effects/Pyro/Jet.wav
//      LoopSetting = -1 // Means loop infinitely until stopped
//   BurstSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/Effects/Pyro/JetStart.wav
//   EndSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/Effects/Pyro/JetEnd.wav
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
//   ParticlesPerMinute = 6500
   BurstSize = 1
   BurstScale = 2
   BurstTriggered = 1
   BurstSpacing = 500
   EmissionDamage = 0
   FlashOnlyOnBurst = 0


Sat Sep 26, 2009 4:00 am
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Post Re: The Flux (again)
Yeah, Data really needs to fix that. Currently, if you have a glow on something that isn't a flash, mopixel, or mosparticle, you will only see the glow if the object gibs.


Sat Sep 26, 2009 4:39 am
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Post Re: The Flux (again)
Alright, this is getting ridiculous. Why doesn't THIS work?

ini code:
Code:
AddEffect = MOPixel
   PresetName = White Flux Glow
   ScreenEffect = ContentFile
      FilePath = Flux.rte/WhiteFlux/WhiteFluxGlow.bmp
   EffectAlwaysShows = 1
   PinStrength = 99999
   Mass = 0
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 255
         G = 0
         B = 255
      TrailLength = 0


lua code:
Code:
function Create(self)
   self.glowParticle = CreateMOPixel("White Flux Glow");
   self.glowParticle.Pos = self.Pos;
   self.glowParticle.Vel = Vector(0,0);
   MovableMan:AddParticle(self.glowParticle);
end

function Update(self)
   if not(self:IsDead()) then
      if MovableMan:ValidMO(self.glowParticle) then
         self.glowParticle.Pos = self.Pos;
         self.glowParticle:NotResting();
         self.glowParticle.Age = 0;
         self.glowParticle.ToSettle = false;
         self.glowParticle.ToDelete = false;
      end
   else
      if MovableMan:ValidMO(self.glowParticle) then
         self.glowParticle.Lifetime = 1;
      end
   end
end

function Destroy(self)
   if MovableMan:ValidMO(self.glowParticle) then
      self.glowParticle.Lifetime = 1;
   end
end


there's more code than that, but I just pulled out the stuff that has to do with the glow. it all runs with no errors, and the glow particle constantly exists on the same position as the flux unit (or wherever else I put it, I tried putting it somewhere where the flux wasn't just to see if it was being blocked somehow. it wasn't) but there is no glow.


Sat Sep 26, 2009 8:01 pm
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Post Re: The Flux (again)
Try giving the glow particle a definite lifetime, which you then reset at every frame, as long as the flux isn't dead. As another thing to try, move the ScreenEffect code to the very bottom of the particle code. I have no idea if either will work, but they're worth a try, i think.

On a side note, i'm totally excited to see how this turns out. (b'_')b


Sat Sep 26, 2009 8:11 pm
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