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				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
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				  Re: The Flux (again)  
					
						gtaiiilc wrote: giant run-on sentence no  
					
  
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			| Fri Sep 25, 2009 6:54 pm | 
			
				
					 
					
					 
				    
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				 gtaiiilc 
				
				
					 Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
				 
				 
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				  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    .  
					
  
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			| Fri Sep 25, 2009 7:32 pm | 
			
				
					 
					
					 
				    
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				 TorrentHKU 
				Loose Canon 
				
					 Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
				 
				 
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				  Re: The Flux (again)  
					
						Seems too OP. 
					
  
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			| Fri Sep 25, 2009 8:23 pm | 
			
				
					 
					
					 
				    
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				 lafe 
				
				
					 Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
				 
				 
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				  Re: The Flux (again)  
					
						Why make this into only a mod, why not a full game? 
					
  
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			| Fri Sep 25, 2009 8:51 pm | 
			
				
					 
					
					 
				  
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				 CrazyMLC 
				
				
					 Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
				 
				 
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				  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. 
					
  
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			| Fri Sep 25, 2009 8:59 pm | 
			
				
					 
					
					 
				    
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				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
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				  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.  
					
  
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			| Sat Sep 26, 2009 1:41 am | 
			
				
					 
					
					 
				    
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				 lafe 
				
				
					 Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
				 
				 
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				  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=5292if you want to see my previous work: http://www.youtube.com/watch?v=PwdeQSjf5jc&feature=fvwlafesim, an interactive physics simulation game, kind of like powder and sand games, but with physics. http://www.youtube.com/watch?v=lUkdMKTruSwfreedom, 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=6RCX7VrouHcsee, 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.  
					
  
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			| Sat Sep 26, 2009 2:00 am | 
			
				
					 
					
					 
				  
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				 TorrentHKU 
				Loose Canon 
				
					 Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
				 
				 
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				  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". 
					
  
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			| Sat Sep 26, 2009 2:27 am | 
			
				
					 
					
					 
				    
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				 lafe 
				
				
					 Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
				 
				 
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				  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".     yeah, that is a good point about the prize.FIXed  
					
  
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			| Sat Sep 26, 2009 2:31 am | 
			
				
					 
					
					 
				  
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				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
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				  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. 
    						 
						
  
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			| Sat Sep 26, 2009 3:02 am | 
			
				
					 
					
					 
				    
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  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. 
					
  
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			| Sat Sep 26, 2009 3:04 am | 
			
				
					 
					
					 
				  
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				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
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				  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  
					
  
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			| Sat Sep 26, 2009 4:00 am | 
			
				
					 
					
					 
				    
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  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. 
					
  
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			| Sat Sep 26, 2009 4:39 am | 
			
				
					 
					
					 
				  
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				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
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				  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.  
					
  
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			| Sat Sep 26, 2009 8:01 pm | 
			
				
					 
					
					 
				    
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				 Shook 
				
				
					 Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
				 
				 
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				  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 
					
  
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			| Sat Sep 26, 2009 8:11 pm | 
			
				
					 
					
					 
				    
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