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SuperEvilNick

Member Since 12 Aug 2009
Offline Last Active Sep 11 2011 06:39 PM

Posts I've Made

In Topic: NEON

14 September 2010 - 06:28 PM

The graphics are really great. The gameplay gets a bit boring at the time. And a question??
When will the next version come out?? You said it was gonna come out last week?

Best wishes, EvilNick :)

In Topic: Unnamed Platformer

26 July 2010 - 01:22 PM

Wow. This game is awesome! Maybe the best platform game I've played (for now). Nice graphics. There are some glitches but I'm sure you'll fix them.. Physics can be a lot better. For example. When the player jumps on the broken bridge, he should rotate him self in the direction of the bridge.. Well, I'm not sure you'll understand what I've said right now. :P But for now, I'll rate the game 9/10.

In Topic: Cool Looking Healthbars

24 June 2010 - 09:27 PM

I think that this example is just awesome!

In Topic: Transparent 3d Depth

27 May 2010 - 09:34 PM

I have already tried that. It won't work, it remains the same!

You are right, it doesn't work.

But if you had followed my post carefully you'd have noticed that the correct code is one that uses point_distance(x,y,objCamera.x,objCamera.y), not -point_distance(x,y,objCamera.x,objCamera.y).

You see, the distance is larger for the objects that are farther away: they also need the depth value to be larger so that they are drawn first. The objects near by should be drawn later, so they should have smaller depth, which they would now that the distance is smaller.

depth = point_distance(x,y,objCamera.x,objCamera.y);
A slight optimization would be to use:
depth = (x-objCamera.x)*(x-objCamera.x) + (y-objCamera.y)*(y-objCamera.y);
which is the square of the previous one (this works because x^2 is strictly increasing whenever x>0).


Thanks for those codes Tepi, but it still won't work. :unsure: When the depth is larger than 0, then he won't draw the light glow at all.

In Topic: Transparent 3d Depth

27 May 2010 - 10:05 AM

As for now, Tepi's first post was actually helpful, but it didn't help me fix the problem in my game. I would appreciate it if you guys can post a code or something here.

...NewlyDiscovered did, use that. You need to set the depth of each wall (they have to be separate objects) based on their distance to the camera object. That way, the closest wall will draw last, over all the others, and you won't get any artifacts from overlapping walls.


I have already tried that. It won't work, it remains the same!