Posted By
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Message
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Kai Proton
Registered 31/01/2005
Points 201
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13th June, 2015 at 13/06/2015 16:22:37 -
Hi,
Im building a game that needs the player to have like mouse trails, or animation shadows like a super move in Street Fighter,
Ive been trying to figure out how to make a trail follow the player when invincible, but I cant get anything to work correctly,
has anyone else seen or done something like this, and could direct me the right way,
I first tried the paste into background, or course it worked like a charm, but I cannot figure out how to clean them up afterwards,
so I figured something with creating copies of the player object, and making them show up behind...
anyway, I cant figure it out, anyone know anything ??
Kai.
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Time for a Sexy Party!
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siven I EAT ROCKS
Registered 03/11/2008
Points 604
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20th June, 2015 at 20/06/2015 18:40:06 -
its not to difficult. heres an example, but i never left comments so it doesnt explain itself. also its old, so there might be an easier way to do it, but this is one way.
http://www.mediafire.com/download/l1hh9xrf9pm909b/Head_Trip.mfa
[Game design makes my brain feel like its gonna explode.]
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The_Antisony At least I'm not Circy
Registered 01/07/2002
Points 1341
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4th July, 2015 at 04/07/2015 00:44:20 -
This is an effect you'll want to use sparingly because you'll need to clone several active objects to trail behind your original. There's no way to simply apply a graphic effect, so RAM use is going to spike and your game might slow down if you use it too much.
So; you'll want your active object and a separate trail object. If your trail object is just a copy of the first object, you'll still need two of them. Now, jump into your trail object and create two alterable values. One called "Opacity" set to 255. The second called "Decay" - set it to 25.
Every 0:02 seconds:
Create Active("Trail") at (0,0) from Active("Original")
Always:
Subtract 1 from Active("Trail") alterable value "decay".
Add 5 to Active("Trail") alterable value "opacity".
Active("Trail") set semi-opacity to Active("Trail") alterable value "opacity".
Active("Trail") alterable value "decay" = 0:
Destroy Active("Trail")
You can play with the default decay value to make the trail longer or shorter. You could increase the "Every 0:00:02" event to reduce the number of trailing objects. Hope that helps!
ChrisD> Employer: Say, wanna see a magic trick?
ChrisD> Employee: Uhh… sure, boss.
ChrisD> Employer: Your job! It just disappeared! Pack your things and leave! Pretty good trick, huh?
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siven I EAT ROCKS
Registered 03/11/2008
Points 604
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13th July, 2015 at 13/07/2015 23:30:13 -
ive never really had any ram spikes from active trails, and i use them a lot lol. i could see where excessive use would cause it though. and i believe thats exactly what i did in that example lol. i think i also set it based on the decay number it set transparency so that it faded the farther behind you it was.
[Game design makes my brain feel like its gonna explode.]
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UrbanMonk BRING BACK MITCH
Registered 07/07/2008
Points 49667
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14th July, 2015 at 14/07/2015 01:30:33 -
Yeah it's not the 90s anymore. I used to get slow downs with a lot of actives, but not anymore. I hit Fusion's limit before I ever see a framedrop.
n/a
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siven I EAT ROCKS
Registered 03/11/2008
Points 604
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18th July, 2015 at 18/07/2015 23:43:59 -
i cant quite say the same... i have had issues with my game celestia using waaay to many actives as particle effects that have caused minor slowdowns. but there were hundreds of moving particals being created per second. twas unintentional.
[Game design makes my brain feel like its gonna explode.]
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