GMC challenge 1
#101
Posted 29 March 2012 - 05:06 PM
#102
Posted 30 March 2012 - 05:21 AM
I may actually participate in a challenge if it's presentation stuff
#103
Posted 02 April 2012 - 05:16 PM
#104
Posted 02 April 2012 - 06:04 PM
#105
Posted 02 April 2012 - 09:20 PM
I sense something far more sinister at play here...Did something happen to Paul23? Have anyone been able to contact him? I'm almost starting to get worried here... I don't see a reason for arranging something like this and then deliberately just disappearing
#106
Posted 02 April 2012 - 09:47 PM
Xot splash example: Most realistic water. Splash looked good. Code a bit complex. Performs fairly well.
Chance splash example: Interesting&clever method. Should be easy to implement in-game. Couldn't figure out how to get the water to have a calm surface. Performs well.
Follomania splash example: Interesting implementation, and looked pretty good. Laaagged.
Orange08 splash example: Simplest. Splash doesn't vary with height, and the use of multiple blocks is a bit of a bummer for level design. Performs very well, though, bit of tweaking (use of 1 block, detecting the sides much like xot's example), and the ability to adjust the splash size.. possible even using a sprite, and we've got a method similar to what I'd probably use.
Ziggler splash example: Looks hard.. well, a bit daunting, to use in-game. Performed fairly well, very customizable (so can be changed to perform VERY well). With some tweaking, it's easy to get a splash effect you're happy with. Generally, looks very good.
#107
Posted 02 April 2012 - 09:59 PM
Thanks for the nice review. My goal was to make the code easily transportable.Chance splash example: Interesting&clever method. Should be easy to implement in-game. Couldn't figure out how to get the water to have a calm surface. Performs well.
That's controlled by a single variable in the object "water_tank", initialized in the Creation Event. Set "B" to a smaller value for a calmer surface.Couldn't figure out how to get the water to have a calm surface.
B = 3; // amplitude of quiescent ripples in pixels
#108
Posted 02 April 2012 - 10:08 PM
(I had tried messing with A>3 in the alarm event, as I figured that was the amplitude)
#109
Posted 02 April 2012 - 10:22 PM
It is the amplitude. It rises to a max value (Amax) with the impact, and then falls back to a quiescent level (as explained in the Creation Event comments:Excellent, the water looks great with B set at 1.
(I had tried messing with A>3 in the alarm event, as I figured that was the amplitude)
A = 2; // quiescent amplitude of impact wave in pixels Amax = 30; // max. amplitude caused by splash
This discussion reveals a truism about reading other people's code: No matter how clearly the programmer thinks he's explained it... he really hasn't.
The rumor is that paul23 applied for a job with YYG... and hasn't been heard from since. But that's just a rumour.I sense something far more sinister at play here...
.
Edited by chance, 02 April 2012 - 10:23 PM.
#110
Posted 03 April 2012 - 02:23 AM
Ziggler splash example: Looks hard.. well, a bit daunting, to use in-game...
That sums mine up.
#111
Posted 03 April 2012 - 04:55 PM
You converting to UK yourself for a possible YYGs position?The rumor is that paul23 applied for a job with YYG... and hasn't been heard from since. But that's just a rumour.
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