I am making in Game Maker where you are a ship. You stay in the middle of the screen while the stars would move around you, giving the illusion of movement.
So far the spaceship rotates to follow the mouse and when you press the space bar the stars are given the direction and velocity that the ship should have and it is applied to the star.
The mechanic i'm struggling with is generation the stars randomly as you 'move'. It would need to seem as if you were travelling through space and could relocate the same star generation if you flew back to it.
If anyone has any ideas, that would be highly appreciated.
you could use a random_range() for the star creation, but for having them stay in place forever its a little hard, maybe you could make only 1 room for everything and make a function that only fill the rooms with stars and starts on create (and then deactivate forever) then save the state of the room and voila (idk if im being clear)
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Hi guys I have 2 major queries that are stumping me.
I am very new and fresh to blender so reply with that in mind please.
I am currently drawing a 2D character and every time I try to draw on a new layer on the G Pencil stroke layer blender restarts. To work around this Ive added a second g pencil and now I can continue drawing without blender restarting. But now Im unsure of how to place the the layer in front or behind. If i change the plane of the stroke and bring it forward sometimes the drawing glitches out. Changing the hierarchy of the strokes does nothing. What am I missing here. the first stroke does have 100s of layers.
Secondly I am trying to draw a landscape in 2D in a Ghlibi art style. Which to do that Im using the g pencil and changed some of the stroke attributes to say layer the grass for texture in the landscape. Then I reached a point where the stroke would no longer render for me to view what I was doing. Im assuming theres too much detail for my cpu to process Is there a way to flatten the drawing I have done soo far so its easier to render rather than it being an active layer. This is something that you can do in photoshop effortlessly when painting with a brush so maybe Im using the wrong method. Please advise?
Thanking anyone that can help in advance
Im expecting to be able continue the the character whilst being able to select layers at the front or back.
Im expecting to be able to continue drawing the landscape without losing the rendered look so I can see what im drawing.
I'm using Unity 5.4.f1 and I'm trying to make make a water similar to Where's My Water using particles...
The main issue I have is creating the white outline on particles:
Does anyone have experience with this or perhaps a link that might point me in the right direction? I have my particles blue and reacting nicely together in terms of movement, it's just the white outline that I can't seem to work out right now.
Thanks
I don't know where to start. I'm pretty confident there is a solution for what I would like to accomplish but that I may not be using the right terms when searching for help.
On the website that I am building for an Airline I would like to have an image of a map displayed. The map/image will have several key locations (travel destinations) marked on the map. The departure point on the map/image for each flight will be the same. As a user moves the pointer of their mouse over a marked location I would like a track line (dotted line) that represents the flight path of the airplane appear between the departure point and the marked location selected. When the user moves their mouse pointer off the marked location the track line will disappear.
I thought I could use image mapping and have a hot spot behave in such a way that as I rolled over with the mouse a transparent image (containing my track line) would appear on top of my base map/image. In addition to this effect I would also like a text box unique to the location to appear. The text box wouldn't be very large but it would have a couple of lines containing some flight information for the location chosen.
I'm not sure where to start with this project. Any help would be greatly appreciated!!
Sorry I forgot to finish it last night. I also didn't get it working with pure css, although there is a way. This way works as well using
document.getElementById(yourid).style.opacity=1;
on hover. Basically it's a couple images stacked on top of each other.
Link to example
A few months back I built an animated CSS3 AT-AT http://www.ruawebdesign.com/css3-at-at. I built it mainly as a learning experiment and to see what was possible using the new CSS3 features. Like most things we build I released it onto the net. I wasn't expecting the large amounts of traffic to the site it received. I thought maybe a few views from friends and work colleagues but it still racks up a few hundred views a week from around the world.
As a result I would like to make it a bit more streamlined in relation to it's CPU usage. For some reason the animations throttle the memory. I would appreciate any feedback from you lovely people on stackoverflow that would allow people to view my experiment without their fans kicking in.
Also before anyone suggests a javascript/jquery alternative remember I built this to test the capabilities of CSS3.
Thanks in advance.
Nice work. You've opened my eyes to the potential of CSS3 for animation.
I can't answer the question you asked unfortunately, but I am training to be an animator so I can make some suggestions to help you improve your animation:
Lift two legs at a time: Front left and back right at the same time, then Front right and back left at the same time. They must be opposing legs for balance.
The legs that are not lifted should stay planted on the ground, but move backwards in the scene to simulate the fact that the body is moving forward relative to their position.
Since the legs on the ground are sliding backward, the body will naturally go lower slightly.
If you want to add even more realism make the body go down slightly further immediately after the lifted legs reach the ground again then come back up. This will make it look like the weight is shifting on to those legs.
I'm working on a simple board game in qt, and i have some problem with the layout. I have two players, their health is represented with pixmaps, at the bottom of the screen. It looks now something like this:
Notice, that i would like to keep the health indicators on the opposite sides of the screen, and the button in the middle centered, relative to the screen.
BUT when some of the players loose health, this happens:
If the drawing were not understandable, here, i took some screens:
So the problem is, that the button in the middle starts shifting to one of the edges of the sreen because of the spacers. I understand why it does it, but i simply can't find a solution.
Please if you have any ideas, how i could make this layout work, help me!
Thanks in advance!
Make an empty (fully transparent) health indicator pixmap which has the same size as the heart pixmap. Then you can always place three same size health indicator pixmaps for both players.
You can put a Widget where your health indicator should be, set its sizePolicy to a fixed size, and put your health indicator pixmap inside that widget.