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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)
Try changing Code: ScreenEffect = ContentFile FilePath = Flux.rte/WhiteFlux/WhiteFluxGlow.bmp EffectAlwaysShows = 1
to Code: ScreenEffect = ContentFile FilePath = Flux.rte/WhiteFlux/WhiteFluxGlow.bmp EffectStartTime = 0 EffectStopTime = 1000 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 and change those numbers to your liking.
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Sat Sep 26, 2009 8:27 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)
Messing with the effect variables doesn't do jack, already tried it.
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Sat Sep 26, 2009 9:28 pm |
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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)
Try making the glow a flash then.
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Sat Sep 26, 2009 9:35 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The Flux (again)
I think I remember that for some reason, anything greater than MOSParticles (on a scale from MOPixel to Actor) obscures it's own glow. For an experiment, you could try making the SpriteOffset something obscene. Or I could, if I wasn't so lazy.
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Sat Sep 26, 2009 9:36 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)
CaveCricket48 wrote: Try making the glow a flash then. I tried this already. For some damn reason the glow was always offset to the right of the actor regardless of how I set the flash's offsets. The flash itself (as well as the emitter it came from) was a 1x1 sprite of transparent color, though I'm not sure why that would make it so I couldn't move it around. I don't know why the simple task of making something glow continuously has become so difficult and infuriating. Any suggestions, or known ways of going about this?
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Sun Sep 27, 2009 9:48 pm |
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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)
Well, maybe while you're waiting for Data to fix glows, you can substitute the glow for a MOSParticle. You can make it look like a glow and animate it too.
Edit: I just got an idea. See how many pixels the glow is moved over and then edit the glow image itself and moveit over that many times.
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Sun Sep 27, 2009 9:50 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The Flux (again)
Darlos9D wrote: For some damn reason the glow was always offset to the right of the actor regardless of how I set the flash's offsets. Had this problem when I was doing Bbl for the mod contest. I think it sets the glow to be centered vertically and the left edge touching the joint of the flash. You could perhaps attach an AEmitter offset half of the glow's width to the left of your intended point?
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Sun Sep 27, 2009 9:53 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)
Well, I'd like to try as hard as I can to just lua in a glowing particle that follows the actor, because that gets the look I want. Using a flash, the glow is always blinking.
If this just becomes impossible, I'll go back to flash. I can probably move stuff around enough to get it where I want it if I try.
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Sun Sep 27, 2009 10:08 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The Flux (again)
Probably pretty easy, if slightly laggy. Create a particle in create(self) and update it's position every frame, possibly check to see if it settled. (not a Lua person)
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Sun Sep 27, 2009 10:12 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The Flux (again)
It is, as you said, very easy to do. Just add this to the actor's script: Code: function Create(self) self.glower = CreateMOPixel("Insert Glow Particle Here"); self.glower.Pos = self.Pos; MovableMan:AddParticle(self.glower); end
function Update(self) if MovableMan:IsParticle(self.glower) then self.glower.Pos = self.Pos; else self.glower = CreateMOPixel("Insert Glow Particle Here"); self.glower.Pos = self.Pos; MovableMan:AddParticle(self.glower); end end
Not tested, but should work, unless I made some dumb syntax error. EDIT: Actually, I think you might not even need the Create function, so feel free to cut that part off.
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Sun Sep 27, 2009 10:34 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)
Some code from Mind's orb. http://pastebin.com/m148bb238Code: if (UInputMan:KeyReleased(85)) then moon = CreateMOSRotating("Glow Test"); moon.Pos.X = self.Pos.X; moon.Pos.Y = self.Pos.Y + 50 moon.Vel = Vector(0,50); MovableMan:AddParticle(moon); So, I'd assume Code: blah = CreateMOSRotating("Glow"); blah.Pos.X = self.Pos.X; blah.Pos.Y = self.Pos.Y blah.Vel = Vector(0,0); Would do the trick.
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Sun Sep 27, 2009 10:40 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The Flux (again)
CrazyMLC wrote: So, I'd assume Code: blah = CreateMOSRotating("Glow"); blah.Pos.X = self.Pos.X; blah.Pos.Y = self.Pos.Y blah.Vel = Vector(0,0); Would do the trick. Sure thing, but it might be unstable. If the glow particle was destroyed or disappeared for any reason, your game would instantly crash.
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Sun Sep 27, 2009 10:44 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: The Flux (again)
Guys, glowing particles spawned with Lua don't glow. Anyway, I tried helping Darlos get glowing AEmitter to work but I needed to make an insane amount of particles for it to be a somewhat solid glow and as a result of this I couldn't have more than 1 white flux at a time.
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Sun Sep 27, 2009 10:57 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Flux (again)
glowing particles spawned with lua don't glow what
gonna just go ahead and point to everything in xextredge right now
oh and warp test
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Sun Sep 27, 2009 10:58 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)
The lua glows in this work perfectly fine.
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Sun Sep 27, 2009 11:00 pm |
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