Okay two questions...

GnomerGnomer Member Posts: 292
edited January 2012 in Working with GS (Mac)
So in this video:



I would like to know, if anyone does know, how Okimoki created the jet pack effect and for the gun. Because on my gun it never quite looks like it is actually shooting or coming out of the gun and his bullets curve as he moves whereas mine stay on a straight line which looks quite bad,

Hope you can help :)

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    The gun will be constraining its position and angle to the touch or mouse press, this gives you the angle so where ever you touch it points at. Then there will be a rule that when fire is true, spawn the flash effect to the guns X position plus the offset. So if the centre of the gun is at say 4000 pixels you say spawn the effect at the guns constrained X which is 4000 and then say + 100 to take the effect to the end of the gun (you will need to play with the offset to get the right distance. Then for the Y on the spawned effect, select the constrained angle of the gun, you may need to experiment with an offset here too.

    As for the bullets, experiment with move to mouse/touch position x and y or interpolating to mouse/touch position x and y.

    Hope that gets you going and helps a little.

    Cheers
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    The bullets are just moving towards the x and y position of the mouse when fired. The jetpack effect is made from having a down accelerate applied to the penguin to simulate gravity, and when he hits the thrust, it's set to accelerate upwards against the force of gravity, and he's able to fly around, and float a bit until his acceleration dies off, and the gravity starts pulling him down again.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    The Jet pack effect is just Particles
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    To touch on more with what tenrdrmer said, the particles will be in a rule on the main actor like this;

    When up/thrust is active
    Particles behaviour and again the x and y will be offset.

    So select self.positionX +/- the offset to move it from the centre of the actor to the correct lace on the jetpack. Then do the same with the Y
  • GnomerGnomer Member Posts: 292
    edited January 2012
    @slickzero I was wondering more about the animation but that helped too, i forgot about that :)
  • GnomerGnomer Member Posts: 292
    Thanks tenrdrmer

    @beefy_clyro so he would have had a small picture and it would be used as a particle underneath?
  • GnomerGnomer Member Posts: 292
    Also guys how do I see my RAM usage?

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited January 2012
    Ahh. So yeah, it's particles :)

    They are set to change to a smaller size the longer they are spawned, so it gives it that pointy effect.

    To see your RAM usage, you need to be testing on a device.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Certainly on the jetpack, the gun flash looks more like a animation that is spawned and then destroyed when the cycle finishes
  • GnomerGnomer Member Posts: 292
    Okay, cheers guys, really appreciate it :)
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