charlie
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« on: November 19, 2010, 02:57:58 AM » |
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Hi, I've made a little code tutorial focusing on how to animate stuff with trig, specifically it's about animating little blob monsters like i made for my Irukandji game last year. It's up on my website here: http://www.charliesgames.com/wordpress/?p=441. The actual code, which i've tried to comment pretty well is linked from that page in a zip file. There's a video of the code running at the bottom of that page. It's fairly simple stuff, but not totally beginner friendly i guess. The code is written in Blitzmax, but should be pretty easily converted to other languages, so long as your video library supports rotating, scaling and blending images/quads. I'm really interested in hearing what people think of this, as i'd like to do some more code tutorials, but i'd rather be doing things people actually want to learn about rather than just some stuff that i like but no one else give a crap about. Let me know what you think! Cheers Charlie
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« Last Edit: February 10, 2011, 02:58:05 PM by charlie »
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valis
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« Reply #2 on: November 20, 2010, 04:28:03 AM » |
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Very interesting and nice looking. Did you make some sort of editor to make the monsters in?
This would also go really well in some sort of system where the creatures change based on evolution. Great job!
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charlie
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« Reply #3 on: November 20, 2010, 11:04:17 AM » |
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Very interesting and nice looking. Did you make some sort of editor to make the monsters in?
This would also go really well in some sort of system where the creatures change based on evolution. Great job!
No editor, just trig. I'm sure it could be adapted to allow the creatures you make to evolve over time or depending on certain parameters. At present you can already change the number of body segments, but you could certainly make changes to allow a greater variety of shapes for the little fins etc. Take a look at the code! Cheers Charlie
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RotateMe
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« Reply #4 on: December 02, 2010, 03:06:20 PM » |
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Hey this looks amazing in action. Taught me some new standard things in BlitzMax, too. Didn't know you could so easily make things "glow".
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charlie
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« Reply #5 on: December 05, 2010, 07:28:32 AM » |
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Glow's easy! It's what you do with it that counts!
Glad you liked it!
Cheers Charlie
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« Last Edit: December 05, 2010, 07:53:14 AM by charlie »
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zuperxtreme
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« Reply #6 on: December 05, 2010, 11:14:02 AM » |
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Wow this is pretty cool, will definitely take my time later and read how it works. Thanks a lot. :D
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Reggie
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« Reply #7 on: December 12, 2010, 11:30:38 PM » |
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This looks very interesting but... is there no way to view it without installing BlitzMax?
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Pineapple
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« Reply #9 on: December 13, 2010, 04:01:11 AM » |
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Wait, Irukandji was made with BlitzMax?
I love you.
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charlie
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« Reply #10 on: December 13, 2010, 04:50:41 AM » |
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Wait, Irukandji was made with BlitzMax?
I love you.
Yep, All in Blitzmax! I love you too! Cheers Charlie
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charlie
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« Reply #12 on: December 14, 2010, 01:26:09 AM » |
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Irukandji does indeed look stunning, but unfortunately I still can't beat the first level so have never gotten to see most of it. I tried so hard to beat that damn crab. I'm still amazed it's all done using only one sprite and a shit load of trig. Shoot it's claws off first, then go nuts with your missiles! <-how to beat the crab!
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Oddball
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« Reply #13 on: December 14, 2010, 02:31:02 AM » |
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Believe me I tried that, I tried that a lot. I can destroy the claws, but it always then fires a wall of bullets that I can't escape from. I think my bullet hell skills are a little lacking.
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charlie
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« Reply #14 on: December 14, 2010, 06:19:07 AM » |
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If it helps, only the little dot at the front of your ship is a collision zone, and the little dot in the center of the bullets too!
Cheers Charlie
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nikki
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« Reply #15 on: December 18, 2010, 04:34:49 AM » |
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nice, thanks for sharing the (very well commented) source code, i love blitzmax too
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charlie
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« Reply #16 on: December 18, 2010, 06:39:23 AM » |
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No problem!
Cheers Charlie
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knight
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« Reply #17 on: December 18, 2010, 08:47:26 AM » |
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OddBall:What I usually do is wait until you can hit the crab,then nuke it with my special then just shoot it till it dies. Charlie: Very nice tutorial but I can't help but wonder how you handled collision checking.
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charlie
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« Reply #18 on: December 18, 2010, 09:08:13 AM » |
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Charlie: Very nice tutorial but I can't help but wonder how you handled collision checking.
As i recall, i just used rect collisions. I think i just placed rects in key places on each monster, i.e. one for each of the crabs claws, and a larger one for the body. Cheers Charlie
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knight
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« Reply #19 on: December 18, 2010, 02:43:48 PM » |
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Charlie: Very nice tutorial but I can't help but wonder how you handled collision checking.
As i recall, i just used rect collisions. I think i just placed rects in key places on each monster, i.e. one for each of the crabs claws, and a larger one for the body. Cheers Charlie Ah that makes sense, also do you optimize your collisions i.e quad trees or regions or is it just brute force checks?
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