Fruit Ninja Blade?

kungfupanda99kungfupanda99 Member Posts: 27
edited April 2012 in Working with GS (Mac)
ok so im making a game with a fruit ninja style blade but i cant get it to look fluid like fruit ninja because when you quickly move your fingers the particles spread apart and i dont want it to look like that is there any way to make it like spawn particles super close together or something, I tried increasing the particle amount but that didnt work either so im kinda stuck....

also is there any way to make a blade exactly like fruit ninja like use and image and have it form to the movement of touch? any ideas cuz just the particles look kinda gross but anyway...

if anyone has a template of just the blade or video tutorial that would be great if you let me know about it thanks!

Comments

  • calvin9403calvin9403 Member Posts: 3,186
    please don't make 2 threads for this
  • kungfupanda99kungfupanda99 Member Posts: 27
    please don't make 2 threads for this
    i got rid of the other one do you have any idea how to accomplish this?
  • RaidenMX_BuisnessRaidenMX_Buisness Member Posts: 9
    i think its a basic thick line with a thick glow to it and a brighter fill in on the inside @tshirtbooth might have something with it i don't know but mostly what i said i think is what they used
  • kungfupanda99kungfupanda99 Member Posts: 27
    i think its a basic thick line with a thick glow to it and a brighter fill in on the inside @tshirtbooth might have something with it i don't know but mostly what i said i think is what they used
    I know what it is, I want to know how to make it like that in gamesalad...
  • ZoytZoyt Member Posts: 374
    I'm trying the paricle engine for it. It's working... It's more than a thick line. It has a curve in and out and is dynamic...
  • kungfupanda99kungfupanda99 Member Posts: 27
    I'm trying the paricle engine for it. It's working... It's more than a thick line. It has a curve in and out and is dynamic...
    any chance you could upload the template of that so I could see how you did it?

  • ZoytZoyt Member Posts: 374
    I'm working on it... Here's a stupid question: Hiw do you continuously set an objects position? When I say "MoveTo", it moves to the mouse, and won't move. When setting the x and y attributes, it goes there, and stops. How do you do that? This may be a stupid question...
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    @Zoyt

    Constrain
  • ZoytZoyt Member Posts: 374
    @JohnPapiomitis - What do you mean by "constrain"? Do I have to unconstrain the coordinates or something? Sorry for asking a stupid question.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    The constrain attribute behavior

    For example, if you want an actor to always be where the mouse is you would constrain its self.position.x to mouse.position.x and constrain its self.position.y to mouse.position.y
  • UtopianGamesUtopianGames Member Posts: 5,692
    When i made this i didn't use spawn for the blade but used particles as i found it worked a lot better.



    Darren.
  • ZoytZoyt Member Posts: 374
    Thanks @UtopianGames. And
    The game looks cool. I'm trying I make a smoother one with particles, but I haven't had much time recently. It's almost done...
  • kungfupanda99kungfupanda99 Member Posts: 27
    Thanks @UtopianGames. And
    The game looks cool. I'm trying I make a smoother one with particles, but I haven't had much time recently. It's almost done...
    hey were you able to get it working?

  • ZoytZoyt Member Posts: 374
    Sorry. You have a double discussion. See the my last post on this page:
    http://forums.gamesalad.com/discussion/comment/305333#Comment_305333
    Tell me what you think!
  • UtopianGamesUtopianGames Member Posts: 5,692
    I would advise using particles rather than spawn/destroy because during tests it was loads smoother, we also went one step further and cut the shapes into 4 but that's up to you.

    Darren.
  • ZoytZoyt Member Posts: 374
    @UtopianGames - I do use particles and my other meathod would be by setting the particle offset.
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