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MBK



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24th April, 2009 at 04:41:06 -

Single out one specific pixel of an active or picture object, then change that single pixel's position or color while still remaining only one active object?



 
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24th April, 2009 at 21:32:08 -

No idea, sorry. ^^ Not familiar with those products.

But... is there any community or forum-place for those programs? Maybe try asking there, probably will get better response there. :3
Google is also pretty useful most of the times.

 
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MBK



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25th April, 2009 at 00:01:17 -

Yea, was gonna try that next, although I think I already know the answer to be something like this: "NO .. there is absolutely no way with any klik-styled interface program to do that, you'll need a real language for that kind of flexibility!" which is exactly what I'd like to avoid for now because in "real languages" it takes alot longer for a single person to make games.

It sure would be nice for particle effects, lighting, and shading though. I would guess that it could still run fast if they set it up right, being that it would be localized to only that specific active and all the other actives would be running in their normal modes.

Thanks for replying Kitsuneh


 
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25th April, 2009 at 00:07:14 -

._. Why'd you make another topic? O_o

Edited by OMC

 

  		
  		

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25th April, 2009 at 03:42:45 -


Originally Posted by Kitsuneh
No idea, sorry. ^^ Not familiar with those products.

But... is there any community or forum-place for those programs? Maybe try asking there, probably will get better response there. :3
Google is also pretty useful most of the times.



That's kind of what TDC is.
And Clickteam.com.

 
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25th April, 2009 at 04:34:27 -

Well ^^; TDC is mostly for MMF2, I think... right? Yeh, and MBK wanted to know how to do stuffs in GameMaker and Construct, so I thought he/she should ask somewhere that focus more on those programs. I guess.. Rawr?

Edited by Kitsuneh

 
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25th April, 2009 at 06:50:38 -

I think someone's making an extension that could do that.

Lol, why would you want to do that? I don't think it's possible with 'real languages' anyway, as you could see from old games where they just changed the colors of the bad guys to make them look tougher.

Now that I think of it.. you could try and put a colorizer mask on it, with the size of that one pixel, then change the color to suit what you want. But again, not much point to it.

Edited by Muz

 
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Radix

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25th April, 2009 at 11:48:09 -


Originally Posted by Kitsuneh
Well ^^; TDC is mostly for MMF2, I think... right? Yeh, and MBK wanted to know how to do stuffs in GameMaker and Construct, so I thought he/she should ask somewhere that focus more on those programs. I guess.. Rawr?


He wasn't asking how to do it, but rather whether it could be done. TDC isn't exclusively an MMF site and many of us have experimented with other tools, so there isn't anything wrong with asking.

MBK, can you be more specific about what you're trying to do? It might be easier to make a suggestion if we have an example.
If you're mainly interested in particle effects and lighting, Construct can do those easily. I'm not sure about GM.

Edited by Radix

 
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MBK



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3rd May, 2009 at 00:57:30 -

Kewl, thanks Radix. So, Construct can make lighting and shadows change shape/size/color depending upon relation to the character? ... or does it just have some sort of feature built in to it similar the MMF2's light extension (or whatever it's called)?

Basically, I want something that works as good as a lighting/shadow method that I came up with in TGF1, but without all that extra effort needed, and that could add a few extra things I still don't have in mine. ... (I've still gotta check out a few MMF examples I was told to try, but they need extensions and I've been cleaning out my computer and still haven't found my MMF extension folder yet)
Yea... so ... uhh .. hmm ... well .. errm... <shrugs>

Was just curious if Construct or GameMaker, or even anything else similar really, could do dynamic lighting in a visually nice way.
I guess 3d creators would be able to do lighting better because the light actually has something to bounce off of.

I bet there is a way to do a good dynamic lighting system in a 2d environment within a ClickTeam Klik interface game creation program by using mathematics and that color changer thing someone mentioned.
I'd like to see PixelThief do that ... if anyone can, it'd probably be him.


 
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3rd May, 2009 at 01:54:26 -

I find it hard to conceive a lighting model in 2d, even if you're using a real 3d representation such as an isometric game, your sprites don't consist of vertices in 3d space, there are no surfaces to shade. I do suggest it would be possible to add shadows in an isometric game if your constructs are of some 3d representation. In a sidescroller I think I could manage a projection matrix for a shadow in the background as if you were shining a torch at an angle at your monitor, and the best you get in terms of shading is treating the sprite or whatever it is as a polygon with normal (0, 1, 0) - pointing out of the screen. But yeah, we can shade images however we like, I just don't know of any way that makes sense. The most sensible option in 2d or pseudo-3d is to use ink effects or something. If you can illustrate what it is you actually want then maybe I can rethink this.

 
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deadeye



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1st June, 2009 at 04:42:17 -

"Was just curious if Construct or GameMaker, or even anything else similar really, could do dynamic lighting in a visually nice way."


If you're wanting to have dynamic lighting of a sprite in Construct, you can create a bumpmap sprite and superimpose it over your main character sprite. It would basically be a "ghost" that follows your character around. The bumpmap will then light based on wherever you set the light source (in x, y, or z space), and what intensity you set.

"I find it hard to conceive a lighting model in 2d"

Construct uses DirectX, which is 3D. So even though it's sprite-based, and the focus is on 2d games, there is still a fair amount of 3D functionality. As mentioned, you can light bumpmaps, and also heightmaps. There is also a light object which can work in conjunction with shadow casters. Unfortunaly, there are no alpha mapped shadows, the shadow casters currently only support casting a shadow from the bounding box. Any sort of shaped shadow would have to be a sprite that's skewed or mesh distorted somehow.

 
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MBK



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2nd June, 2009 at 09:04:04 -

Interesting. Thank You Deadeye! So for Construct, shadows = fail but lighting = win

I wonder if GameMaker can do shadows well.
And if it can, then I wonder if there's a way to make all 3 programs communicate with eachother and tell Construct bumpmaps to follow a TGF/MMF character location.

Hmm, even if that's possible, (and I highly doubt it) it's probably more trouble than it's worth. It might just be easier to create some sort of bumpmap for TGF from scratch. Is it possible to create such a thing with arrays or inis?

Is there a way to turn the Construct bumpmap data into array or ini form maybe? If all the programs can read and write ini files or arrays, then it's possible to make the programs communicate with eachother. But if there's no way to turn coded objects into such data, then it's pointless to bother for the most part, and it would be better to just learn the math and build a system within TGF.


Edited by MBK

 
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2nd June, 2009 at 11:11:31 -

LOL HI

Edited by alastair john jack

 
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Cameron L Mercer



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1st July, 2009 at 23:41:42 -

I'm not sure if you can with any true klik program (without extensions of course), but I know for certain you can do it with the built in scripting language in base GameMaker 7.0 pro (which kinda sucks b/c you have to buy the pro version to use ANY of its advances features )

In GameMaker, if you were to create a drawing surface with the sprite's texture, you could place pixels, lines, rectangles, or pretty much anything you felt like on the sprite. When you were done, you would save the surface's texture as the original sprite's texture and free the memory from the surface.

-Edit- Whoops, definitely didn't read down the thread far enough to see that this had already been solved

Edited by Cameron L Mercer

 
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MBK



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2nd July, 2009 at 05:26:52 -

Thanks Cameron. No, you're quite ok to post. I'm not one to leave things at a single solution.
It's best to know many ways and then sort through them to find the most responsive solution.


 
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2nd July, 2009 at 10:29:55 -

Okay, well if thats the case:

As for the lighting, I have something of a hack:

GM allows you to define your own blending modes, and if you were to take a lightmap (im not sure what type, I dont know the differences between bumpmaps, normalmaps, and parallax maps), you could create your own shading system where, for example, the red values stood for lighting to the left and blue for lighting to the right (and green would be unused).

You would again load this lightmap into a surface (surfaces are such a powerful feature), and using your custom blending mode, you could blend this with the player sprite, producing the desired shading effect. To change how the lighting affects the players shading, you would simply modify the weight of the red and blue components of the shader, based on nearby light positions.

As for the shadows, something of another hack:
For a sprite-based shadow, you could use something similar to the method above, except overlaid over the ground and not the player.

For a procedurally drawn shadow, I'll need you to clarify up the results that you are trying to achieve
(I can almost guarantee that there will be a solution in GM to whatever you might suggest)

 
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7th July, 2009 at 01:54:16 -

Or use HWA's blend shaders for shadows, then change the parameters. I also tried this with the Overlay object once.

 
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