The Daily Click ::. Forums ::. Klik Coding Help ::. Glowmaps for lasers, fireballs and such
 

Post Reply  Post Oekaki 
 

Posted By Message

LavaWave

Sin Binned (Broke The Rules)

Registered
  22/12/2008
Points
  -319

VIP Member
26th November, 2009 at 16:20:50 -

So what's the spread value?

and if you're correct about the alt value you meant to use the alterable values right?

Let's see... I did

"Always" start loop "Glowbeam" 1 times

-On Loop ("Glowbeam")
+Alt Value of laser = LoopIndex ("Glowbeam")
+Alt Value of glow = LoopIndex ("Glowbeam")

it works for the laser but if there are multiple lasers around the glow dissapears/goes to the beam that I last fired.
That's the only problem I'm having and still don't know how to resolve it.

Edited by LavaWave

 
Visit my Newgrounds account.

http://lavawave.newgrounds.com

Rob Westbrook



Registered
  25/05/2007
Points
  193

360 OwnerVIP Member
26th November, 2009 at 17:41:17 -

Spreading a value assigns individual integers into, say, an alterable value of an active. Say you spread the value "1" in 10 active's alterable value A, then the first active would have their value A set to 1, the next to 2, the next to 3, etc...

With your example, instead of starting the "Glowbeam" loop once, set it to run for "NObjects("laser")" times. The LoopIndex is what iteration of the loop is currently being executed, so on loop 0, both the laser and the glow with 0 in their Alt Value A would be selected, loop 1 the objects identified as "1" would get selected and everything will be positioned correctly.

I can make a quick example file if you want.

 
There are 10 types of people in the world: Those who understand binary and those who don't.

LavaWave

Sin Binned (Broke The Rules)

Registered
  22/12/2008
Points
  -319

VIP Member
26th November, 2009 at 17:51:21 -

Could help if it can solve my problem with multiple laser/glowing projectile entity bug I'm having

Edited by LavaWave

 
Visit my Newgrounds account.

http://lavawave.newgrounds.com

Rob Westbrook



Registered
  25/05/2007
Points
  193

360 OwnerVIP Member
26th November, 2009 at 18:07:42 -

Here ya go

http://www.mediafire.com/?zkgm24mjzwz

This example uses balls and shadows, but the principle is exactly the same!

 
There are 10 types of people in the world: Those who understand binary and those who don't.

Cecilectomy

noPE

Registered
  19/03/2005
Points
  305

Has Donated, Thank You!VIP MemberWeekly Picture Me This Winner!Cardboard BoxGhostbuster!Pokemon Ball!ComputerBox RedSanta HatSnowman
I am an April Fool
27th November, 2009 at 02:27:19 -

i still recommend my method. no extra actives. no fastloops (dont have to spread values and use loops to group entities). and a lot simpler.

frame 0 = collision map (a simple rectangle or such)
frame 1 = laser beam image (the image with the glowy effect)

+always
-force animation to frame 0 (collision frame)

+laser object collision events
-do laser stuff (subtract damage, destroy laser, etc)

+always
-force animation to frame 1 (glowy effect frame)

if youre doing a bullet hell shooter as i assume you are, you really should be using as FEW actives as possible. its retarded to use more than 1 object per bullet unless you absolutely HAVE to. and theres no reason you should.

 
n/a

Rob Westbrook



Registered
  25/05/2007
Points
  193

360 OwnerVIP Member
27th November, 2009 at 02:50:39 -

He's making a bullet hell? Did not know this x) In that case, Cecil you're quite right.

 
There are 10 types of people in the world: Those who understand binary and those who don't.

LavaWave

Sin Binned (Broke The Rules)

Registered
  22/12/2008
Points
  -319

VIP Member
27th November, 2009 at 06:09:54 -

Thanks, yeah I was making a rapid firing laser gun yeah that's why I wanted it so to make the glowmap appears on more then one active, Thanks Cecil and Westbrook.

 
Visit my Newgrounds account.

http://lavawave.newgrounds.com
   

Post Reply



 



Advertisement

Worth A Click