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ZerbGames

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  1. Upvote
    ZerbGames got a reaction from TheGoku7729 in The Good Old Days   
    I remember when Mine-imator was announced to be launched!  This was the start of greatness look how far it has come.  Also, I'm sure I put this in the wrong spot );<.
     

    This is directed towards you Davve!
  2. Upvote
    ZerbGames got a reaction from CarlHeadCrashed in The Good Old Days   
    I remember when Mine-imator was announced to be launched!  This was the start of greatness look how far it has come.  Also, I'm sure I put this in the wrong spot );<.
     

    This is directed towards you Davve!
  3. Upvote
    ZerbGames got a reaction from Jack in The Good Old Days   
    I remember when Mine-imator was announced to be launched!  This was the start of greatness look how far it has come.  Also, I'm sure I put this in the wrong spot );<.
     

    This is directed towards you Davve!
  4. Upvote
    ZerbGames got a reaction from toaster1 in The Good Old Days   
    I remember when Mine-imator was announced to be launched!  This was the start of greatness look how far it has come.  Also, I'm sure I put this in the wrong spot );<.
     

    This is directed towards you Davve!
  5. Upvote
    ZerbGames got a reaction from david in The Good Old Days   
    I remember when Mine-imator was announced to be launched!  This was the start of greatness look how far it has come.  Also, I'm sure I put this in the wrong spot );<.
     

    This is directed towards you Davve!
  6. Upvote
    ZerbGames got a reaction from V2lsbGJsM3BpYw== in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  7. Upvote
    ZerbGames got a reaction from Inactive in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  8. Upvote
    ZerbGames got a reaction from MineRocker Animations in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  9. Upvote
    ZerbGames got a reaction from Annie-Mienai in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  10. Upvote
    ZerbGames got a reaction from GOZZE in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  11. Upvote
    ZerbGames got a reaction from Paul Sheldon in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  12. Upvote
    ZerbGames got a reaction from CoolElf in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  13. Upvote
    ZerbGames got a reaction from Shah in Lens Flare   
    Technical Cover o' Topics
    So first off this has probably been already suggested in which I apologize, but I know it has not yet been technically covered in how you would pull this off in gamemaker.  Also, I don't know what variables are set to but I'm sure they can be modified;) .
     
    So you need to start off with 2 objects:
    Camera (which has already been established)
    &
    Lens Flare (possibly this could be squeezed in with some other objects, but the overall effect wouldn't be the same)
     
    Lens Flare (I will only be covering this)
    Create Event:



    Draw Event:



    d3d_convert_to_2d script :



    draw_flare script:



    Image



  14. Upvote
    ZerbGames got a reaction from DanishDude in Pivot Points   
    I had a great Idea while animating the other day. I realized that it seemed sort of tedious to move the separate parts individually. Don't get me wrong the setup right now is great, but, I think it would be a little more user-friendly if you added pivot points on each of the parts that you could just drag and it would move towards it, this would be hard in a 3D space but nonetheless useful.
  15. Upvote
    ZerbGames got a reaction from Oddities in Block And Body Physics.   
    This is a pretty hard thing to do with GameMaker but none the less its possible. 
    Example

     
    Physical Bodies:
    A soft body accepts deformation unlike a rigid body which denies it. There for when a rigid body falls, it rolls off of other objects still holding it's shape.

    Rigid body example.

    Soft body example.
     
    How to set up a dynamic body
    Creating a dynamic body
     
    The Glorious David I intend you to use this but I'm sure you have to adjust this to your standards or your set up variables but I hope it helps.
     
    Other people can use this to (I made it tutorial style to help people. Enjoy.
    Creating dynamic bodies is almost the same as creating static bodies. There is one extra argument for dynamic bodies: norotation. If norotation is true, the rotation of the body will not be influenced by other bodies (because the moment of inertia of the body is infinite).

      
     
      body = ep_body_create_dynamic(global.world,false);
    // false: this body can rotate.
    You have to set the center of mass, mass and moment of inertia of the body before you can use it. The easiest way to do this is calling ep_body_calculate_mass. This function will calculate the center of mass, mass and moment of inertia of the body based on the shapes you have added to the body.
    Circle shapes
    You can create circle shapes in the same way you create box shapes:
    Polygon shapes
    Creating polygon shapes is more complicated.(such as a torch or player), because you have to create a polygon first. A polygon can be used by multiple bodies, so usually you can create all polygons immediately after creating the world.
    There are two things you have to take in mind:
    Vertices have to be declared in clockwise order (in a left-handed coordinate system).
    All polygons have to be convex. If a body is concave you have to create multiple convex polygons. You can use multipolygons to accomplish that.
    Simulating
    You have to call ep_world_update_contacts and ep_world_simulate_step to simulate one step. Usually this is done in the end step event of the controller.
    After simulating a step you have to update the position and orientation of the objects in Game Maker to see the results of the simulation. This is usually done in the end step event of the objects.
     
    Tip you should probably destroy the object/player after leaving the room. Okay     
  16. Upvote
    ZerbGames reacted to Poyo in Block And Body Physics.   
    Well done, Well done. Nice technical overview.
  17. Upvote
    ZerbGames got a reaction from Poyo in Block And Body Physics.   
    This is a pretty hard thing to do with GameMaker but none the less its possible. 
    Example

     
    Physical Bodies:
    A soft body accepts deformation unlike a rigid body which denies it. There for when a rigid body falls, it rolls off of other objects still holding it's shape.

    Rigid body example.

    Soft body example.
     
    How to set up a dynamic body
    Creating a dynamic body
     
    The Glorious David I intend you to use this but I'm sure you have to adjust this to your standards or your set up variables but I hope it helps.
     
    Other people can use this to (I made it tutorial style to help people. Enjoy.
    Creating dynamic bodies is almost the same as creating static bodies. There is one extra argument for dynamic bodies: norotation. If norotation is true, the rotation of the body will not be influenced by other bodies (because the moment of inertia of the body is infinite).

      
     
      body = ep_body_create_dynamic(global.world,false);
    // false: this body can rotate.
    You have to set the center of mass, mass and moment of inertia of the body before you can use it. The easiest way to do this is calling ep_body_calculate_mass. This function will calculate the center of mass, mass and moment of inertia of the body based on the shapes you have added to the body.
    Circle shapes
    You can create circle shapes in the same way you create box shapes:
    Polygon shapes
    Creating polygon shapes is more complicated.(such as a torch or player), because you have to create a polygon first. A polygon can be used by multiple bodies, so usually you can create all polygons immediately after creating the world.
    There are two things you have to take in mind:
    Vertices have to be declared in clockwise order (in a left-handed coordinate system).
    All polygons have to be convex. If a body is concave you have to create multiple convex polygons. You can use multipolygons to accomplish that.
    Simulating
    You have to call ep_world_update_contacts and ep_world_simulate_step to simulate one step. Usually this is done in the end step event of the controller.
    After simulating a step you have to update the position and orientation of the objects in Game Maker to see the results of the simulation. This is usually done in the end step event of the objects.
     
    Tip you should probably destroy the object/player after leaving the room. Okay     
  18. Upvote
    ZerbGames got a reaction from Matik7 in Block And Body Physics.   
    This is a pretty hard thing to do with GameMaker but none the less its possible. 
    Example

     
    Physical Bodies:
    A soft body accepts deformation unlike a rigid body which denies it. There for when a rigid body falls, it rolls off of other objects still holding it's shape.

    Rigid body example.

    Soft body example.
     
    How to set up a dynamic body
    Creating a dynamic body
     
    The Glorious David I intend you to use this but I'm sure you have to adjust this to your standards or your set up variables but I hope it helps.
     
    Other people can use this to (I made it tutorial style to help people. Enjoy.
    Creating dynamic bodies is almost the same as creating static bodies. There is one extra argument for dynamic bodies: norotation. If norotation is true, the rotation of the body will not be influenced by other bodies (because the moment of inertia of the body is infinite).

      
     
      body = ep_body_create_dynamic(global.world,false);
    // false: this body can rotate.
    You have to set the center of mass, mass and moment of inertia of the body before you can use it. The easiest way to do this is calling ep_body_calculate_mass. This function will calculate the center of mass, mass and moment of inertia of the body based on the shapes you have added to the body.
    Circle shapes
    You can create circle shapes in the same way you create box shapes:
    Polygon shapes
    Creating polygon shapes is more complicated.(such as a torch or player), because you have to create a polygon first. A polygon can be used by multiple bodies, so usually you can create all polygons immediately after creating the world.
    There are two things you have to take in mind:
    Vertices have to be declared in clockwise order (in a left-handed coordinate system).
    All polygons have to be convex. If a body is concave you have to create multiple convex polygons. You can use multipolygons to accomplish that.
    Simulating
    You have to call ep_world_update_contacts and ep_world_simulate_step to simulate one step. Usually this is done in the end step event of the controller.
    After simulating a step you have to update the position and orientation of the objects in Game Maker to see the results of the simulation. This is usually done in the end step event of the objects.
     
    Tip you should probably destroy the object/player after leaving the room. Okay     
  19. Upvote
    ZerbGames reacted to Poyo in Block And Body Physics.   
    Often times, people look at coding the wrong way and think of it in a far more literal sense. If you're not sure about how coding works, just please don't bring it up.
    Creating all these subparticles would be relatively easy. Rendering said subparticles would be easy. Determining where to actually move these subparticles, and physics in general, would be tricky. But really, it's all really just maths. Lots of it.

    Also, the blocks are 3D, so it would be 4096 subparticles.
  20. Upvote
    ZerbGames got a reaction from Poyo in Block And Body Physics.   
    Yah but I'm talking about changing the collision shape. Lol
  21. Upvote
    ZerbGames reacted to ÜberKiller in Mine-imator Work-arounds (For Version 0.7 and under)   
    Disclaimer: These are already features in the latest update of 1.0.0, but these work-arounds are intended for older versions of the program. They will be of no use in 1.0.0 since objects have no limitation and rotation points can be edited.
     
     
     
    Note: This topic was merged with another tutorial topic, which both were pinned. The one below is on how to edit rotation points. To see on how to increase the size of an object beyond the limitations,
     
    After some tweaking, I have found some great news. We can currently manipulate the character to change it's rotation point to somewhere you wish. For this example, I will be moving his rotation point to the pelvis:  the best rotation location for animation. Anyways enough puns, let's do this:
     
    Start off by opening Mine-imator:
     



     
    Then spawn a character, this can include character rigs as they will not be affected. (Unless they edit the legs.)
     
    Create a frame and move the character's legs down exactly 12 units. Do the same with the chest, but nothing else!




     



     
    Select all of the character and raise it 12 units.
     



     
    And there you have it. The character's rotation point is now along the pelvis. If you wish to move in more specific locations, here are some options:
     



     
    Moved up 24 Units = Rotation point on the head.
    Moved up 18 units = Directly in the chest.
     
    I hope this helps you, and explore what you can do with this in the future. Keep in mind you should do this before animating not editing an animation otherwise the process will be painstaking to perfect and I don't want to put you all through that.

    Also sorry for the glitches with the images. There was a bug when taking them.
     

  22. Upvote
    ZerbGames got a reaction from Annie-Mienai in Block And Body Physics.   
    This is a pretty hard thing to do with GameMaker but none the less its possible. 
    Example

     
    Physical Bodies:
    A soft body accepts deformation unlike a rigid body which denies it. There for when a rigid body falls, it rolls off of other objects still holding it's shape.

    Rigid body example.

    Soft body example.
     
    How to set up a dynamic body
    Creating a dynamic body
     
    The Glorious David I intend you to use this but I'm sure you have to adjust this to your standards or your set up variables but I hope it helps.
     
    Other people can use this to (I made it tutorial style to help people. Enjoy.
    Creating dynamic bodies is almost the same as creating static bodies. There is one extra argument for dynamic bodies: norotation. If norotation is true, the rotation of the body will not be influenced by other bodies (because the moment of inertia of the body is infinite).

      
     
      body = ep_body_create_dynamic(global.world,false);
    // false: this body can rotate.
    You have to set the center of mass, mass and moment of inertia of the body before you can use it. The easiest way to do this is calling ep_body_calculate_mass. This function will calculate the center of mass, mass and moment of inertia of the body based on the shapes you have added to the body.
    Circle shapes
    You can create circle shapes in the same way you create box shapes:
    Polygon shapes
    Creating polygon shapes is more complicated.(such as a torch or player), because you have to create a polygon first. A polygon can be used by multiple bodies, so usually you can create all polygons immediately after creating the world.
    There are two things you have to take in mind:
    Vertices have to be declared in clockwise order (in a left-handed coordinate system).
    All polygons have to be convex. If a body is concave you have to create multiple convex polygons. You can use multipolygons to accomplish that.
    Simulating
    You have to call ep_world_update_contacts and ep_world_simulate_step to simulate one step. Usually this is done in the end step event of the controller.
    After simulating a step you have to update the position and orientation of the objects in Game Maker to see the results of the simulation. This is usually done in the end step event of the objects.
     
    Tip you should probably destroy the object/player after leaving the room. Okay     
  23. Upvote
    ZerbGames reacted to darkcowman in Input Values   
    Instead of just moving items, blocks, schematics etc. on the Cartesian plane/coordinate grid, it would be much easier to specify the direction and distance to move objects, by typing them in.  
  24. Upvote
    ZerbGames got a reaction from Juffy in Possible Item Switcher.   
    What do you mean all in one topic.
  25. Upvote
    ZerbGames reacted to Akmal Zonia in Animation Timeline update?   
    I think its useful for people who wants to make long animations, like, when you set a tempo up to 20, It should state on the timeline, like on bar 50 for example, its only been 2 seconds, and if you scroll to bar, lets say, 1500 (IF THERE IS ) THen it would say its been 60 seconds, Also known as 1 min. Maybe?
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