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Rotation, the works of Giltwist.
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Script made by giltwist he showed me. I don't really understand how to edit it, or how it really works, but I imagine some of you will. So here you are.
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wow... i don't know how to edit either.
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*Taking Calculus next year.*
:D |
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I like math, but I haven't been given such maths.
I could possibly re-create the trig version from my own work, but not the other. |
Pretty interesting concept on rotation... Too bad it doesn't fill the pixels inbetween... Could be done by mading another piuxel inbetween by putting a 200% image of the pixel with 50% transparency... Would make it smoother.
Good work none-the-less... Haven't seen something like that in quite some time... If you look at it for a couple of seconds, it should come to mind how it was done... For some people. Anyhow... Neat stuff. |
GScript is too slow for operations like these... :\
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very laggy but i suppose the only way to do img rotation at this point....we need a new command for img rotation :(
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Geez, the guy was very skilled with trigonometry & math, i just don't like his styling way. :P
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Very nice, I didn't check the scripts, but it looks like its just dividing the image up into pixels (would appear every second or 3rd from the gaps appearing in images)
And using trig to spin them from a point. I couldn't see a difference in how they ran. (diff and trig) But yeah, Very nice. |
1 Attachment(s)
What you can do with a little tweaking:
Made by Giltwist. |
These are funky:cool:
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looks like trig identities (y'know, the ones used in diff-eq) but not like the ones I'm used to
Edit: oh right, that's how it does the shrink/grow stuff |
Yea, I was like: "What the hell could I use these in?"
Till he showed me the whirl-pool level. :) |
i remember someone awhile back was trying to figure out how to do that exact whirlpool thing
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Wow, very smart! Taking a image and dividing it into pixels. Then using trig to rotate the pixels. =) Good job!!!
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Mine works with a set centerx and centery. I've made the radius of the circle the distance from the player to the center. (the image rotates at the same place the player is) I believe I got stuck on one part though (not certain though)..... and I think it's like this on a lot of my scripts (a toy spaceship script, and an ice script)... it seems that when the players is going diaganol they seem to gain more speed than they would going straight in a directional. I would think it might be the player's speed... but on my toy spaceship npc, that works in one directional only (with rotation--90 sprites... rotation scripts are too laggy) with a freezeplayer set in place, the same problem occurs... Diaganol angles seem to move things faster than directional angles. Could anyone know why? |
It depends on how you scripted it.
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