Shaddows, prevent sticky walls, and more

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Shaddows, prevent sticky walls, and more

Postby Hblade » Fri Sep 04, 2009 7:30 pm

Hi guys its me again, this time I did soemthing tahts pretty awesome.
Prevent Sticky walls, meaning you cant stick to the wall when you collide into it.
Shaddows, makes the character darker at a specific point.
Screen Movement update, moves the screen slow at first, but when the character reaches farther past the screen, it gets faster.
Screen Prevention, meaning the screen wont go past an x or -320.

sc1.jpg

sc2.jpg

Extras.zip
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Re: Shaddows, prevent sticky walls, and more

Postby Camper1995 » Sat Sep 05, 2009 8:41 am

Hello my friend. This example is good, but I think it's nothing new here. It's not so hard to create this
Maybe you can make your examples more...more new. You know, like demos of fighting or somethinkg else.
I know, there are fighting demos, but I think you can make better.

:D

I think you need to have diplom for most created examples and demos in Game editor forum :D

Camper :)
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Re: Shaddows, prevent sticky walls, and more

Postby 247wkman » Tue Dec 20, 2011 1:42 am

wow! this is exactly how my imagination proposed such effects be implemented [still can't script/program yet :( ], your reflections too!
another visual trick i figure may work is multi x AND Y parrelaxing of actors. say you use an animation sequence rendered in 3d that animates forward/backward as you pan left/right, but then you jump or climb up something- if you were to animate the panning sequence at several different heights i hope it may be feasable to interleve each of the height sequences on their respective time frames so- if you are on the ground and the sequence is on frame 10, then you jump up, the background actor will switch through the re-animated-at-dif-hight sequences (based on view y values) to on those same frame indexs.
it would probaby be heavy to do but even without the height changes it would be kinda visually mezmarizing to have back grounds with pre- rendered panning that can interleave between instances so you can have trees blowing in the wind or lights flashing as well. i think it was done like that in the psx game fear effect (toon shaded lesbose) and a breif gameplay intro in parasite eve 2 (entering the arcropolyse tower).
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Re: Shaddows, prevent sticky walls, and more

Postby Hblade » Tue Dec 20, 2011 3:56 am

Indeed :D
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Re: Shaddows, prevent sticky walls, and more

Postby SuperSonic » Tue Dec 20, 2011 4:32 am

This is cool and all but your movement is really choppy. But nice job :D
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Re: Shaddows, prevent sticky walls, and more

Postby Hblade » Tue Dec 20, 2011 2:19 pm

xD This was like. years ago when I posted this haha.
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Re: Shaddows, prevent sticky walls, and more

Postby SuperSonic » Tue Dec 20, 2011 3:17 pm

Oh woops, my bad. I didn't look at the date XD
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Re: Shaddows, prevent sticky walls, and more

Postby Hblade » Tue Dec 20, 2011 3:19 pm

lol =P
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Re: Shaddows, prevent sticky walls, and more

Postby RippeR7420 » Fri Jul 06, 2012 2:47 pm

I know this is a really old post haha, But wouldn't this be a little more useful for the shadow effect?
I guess it kinda looks more realistic? instead of 100% shadowed, or 100% light.
I don't know, Just browsin' through the old forums!

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Re: Shaddows, prevent sticky walls, and more

Postby Hblade » Fri Jul 13, 2012 7:32 am

Yeah lol, man gotta love old posts =D
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