i already have this sprites on my computer (taken from internet), but how do i make it faces top left? because this sprites do not have character that faces topleft.. My question is, how do i do that? i want use this sprites character for my game, 2.5D..
Thanks.
I want it to faced like this (topleft):
I appreciate your answer. Thanks.
You're wanting to make the sprite face diagonally, somewhat up, and somewhat to the left? (To me, it looks like the chicken is facing to the right, but it's hard for me to really make out individual features on the chicken.)
In that case, you probably really need to draw a new graphic that is based on the others. Hire someone else, if you have to. Stuff that's easy to do in a typical programming language would have to do more with moving graphics around (translation), flipping them, rotating them, stretching them, that kind of thing. Those are the four basic geometric transformations in a programming language, and simply changing the alpha of the whole thing or something like that should be easy as well. But it's not easy at all to programmatically create something that looks like a brand new graphic, even if it is sort of similar to some graphics you already you have.
Related
I am currently working on an open world game like pokemon using libgdx.I am currently stuck on this effect that I really want to be done before moving to other features of my game. do you have any idea how to achieve this reflection effect? .concept behind?
https://gamedev.stackexchange.com/questions/102940/libgdx-sprite-reflection
For basic reflection, to draw a texture flipped vertically you can simply scale its height by -1. Then simply redraw the texture an appropriate distance under the player.
You shoudl also add a clipping rectangle around the water's edge so the reflection only draws where the water is. For perfomance purposes, it would also be good to only do this when the player is near water.
I can't give you actual code as I don;t know anything about your code, but once you've had a go at handling reflection as abaove, come back here and ask any more specific questions taht you may have.
This question is too broad and opinion based and hence is highly likely to be voted down.
Sorry for the maybe-trivial post, but I really cannot figure it out...
Let's suppose you have some 3d glasses or something that allows you a 3d stereo vision.
What happens if you invert left and right image??? Thinking at it I cannot really figure out it. Should you see the reverse of the image? Or just some axis-shift?
Unfortunately I cannot try it out in any way, but even if possible, I'd love to try to figure out and understand the thing with my mind before trying it.
So, please, any help, any idea, any hit that can help me to understand or to deeply discuss are welcome.
For the human brain it's next to impossible to give a formal answer, because frankly, neurologists still don't fully understand how it works in detail. But so much we know:
Our brain does no absolute "measurement" on the parallax in stereo images. The whole depth perception works on parallax differences. You could say, the brain takes the derivative of the parallax to build it's mental representation of depth. Derivative of Parallax and depth are taken to be (nearly) proportional. By swapping the pictures the derivative gets negative, so at every point the brain sums up depth in the wrong direction.
However parallax is not the only source for depth perception. Of similar importance is experienced knowledge about typical object in the world. For example faces are "known" to be never inside out, so even with negative parallax the knowledge will overrule and the face being percept in the right form (however it'll clash hilariously with the surroundings).
You would see it as "inside-out" (it's a little more complex than that, but that's the basic truth).
You can experience 3D without any special hardware, thanks to stereoscopic images (side-by-side, then crossing your eyes to see the images as one unique image).
You can then switch right to left, left to right by editing the image.
Here is an example with an image I've found on the web: https://imgur.com/a/ov7U7N5
Do you feel any difference in the depth? Do you see things inside out?
I believe the sense of depth in this case is preserved. But maybe it's just me.
I'm brand new to Flash (and game programming, really), but want to learn a bit of it. My overall learning project is to create a Monopoly clone in Flash. Unfortunately, I'm struggling to get over even my first hurdle - how to create the board graphically, and how then to deal with it in the code. So far, my thoughts are to break the board down into the different sizes of tiles (the normal property ones, the corner 4 and a large one for the middle section), then somehow place these all in the correct position relative to each other and keep that positioning correct as the pieces (and thus the camera view) move about the board. (And, hopefully some day have a zooming ability too...)
Is this a good approach, or is there a better one? Does anyone know where I can find a tutorial specifically on creating board games in Flash (any sort really, wouldn't have to be Monopoly but just a game that has a board which tokens move across - and preferably which has to pan as well).
Also, as an aside, is there any way to have a dynamically coloured rectangle in a flash MovieClip (like you can have dynamic textboxs)? I ask because it would be useful if there was, as I could generate every property tile with just one MovieClip which took a name, a value and a colour...
everything you describe here you can do pretty easily once you get the hang of component sprites. personally i would make a single sprite that will then hold all of the "tiles" in the game, this would allow you to "zoom" the board while keeping all the pieces relative:
if you create this parent to have an addTile() and getTile(index:int):Sprite method then you can easily push the tiles and retrieve them from an array, so that Go is at index 0, old kent road is at 1 etc. that way you can use a single integer value to determine the position of the player piece as you can then use getTile(int).x etc.
the position of the tiles themselves can be worked out relative to the others. if you have a tile that is 20px wide and 40px high then you can position the tile as x = index * 20 for the first row, after the initial 11, you need to rotate them all and then use the y index instead (rotation = 90; x = 11*20; y = (index-11)*20) this will depend exactly on your origin point of your Sprite.
to draw coloured boxes you use the graphics of the Sprite, there are plenty of tuts on API drawing out there, but here is a basic box of 10x10px:
var drawing:Sprite = new Sprite();
drawing.graphics.beginFill(0x0000FF);
drawing.graphics.drawRect(0, 0, 10, 10);
drawing.graphics.endFill();
Another approach to your question could be to learn about Object Oriented Programming. That may not solve your representing the board graphically straight away, but it would definitely help you structure your game.
With OOP, you could define a "Property" Class with a set of properties such as streetName , color , price etc... I haven't played Monopoly in a while but you can get the general idea, i.e. to create a base object and make it specific by setting the object's properties. Your question about the colored rectangle can actually apply to other properties, a great way to avoid unnecessary repetition.
Broadly speaking OOP tends to emulate real life situations, so you could actually look at your Monopoly game, break it into its various parts, find common properties etc... I won't start a lesson here :) I'd be pretty bad at it, but there's plenty of resources out there . Look for OOP, Design Patterns & Actionscript3.
After a little research, you may find that your question about how to handle graphics may not be such a problem after all.
Your questions are way too general. I'm sure you don't want us to walk you through your whole project right?
Now to gain some experience, I suggest to you simply work through a few flash gaming tutorials. There are a LOT of those, I googled for 2-3 seconds and found this:
http://pelfusion.com/tutorials/35-flash-game-development-tutorials-fla-files/
I'm sure you feel disappointed by this answer, but this is the first step in solving your own problems. The internet has more than enough general game tutorials already. If you have specific problems, we might be of better help to you.
I assume with dynamically colored rectangles, you mean simply changing the color during runtime. Well you simply give the rectangle a name, and change the color property of it in code. Like this: rectangle.Color = Something.
You might want to start out with a simpler project just to learn some of the basics, maybe a little game where the player has to move a rectangle from one side of the screen to the other using the arrow keys or mouse, upon which a score is incremented or something. This will help teach you how the coordinate system works, among other things.
To draw stuff using code, you can create a new Sprite or MovieClip object and use its graphics property to draw primitive shapes (rectangles, etc.) to it at runtime.
Ok, so I'll try to be as descriptive as possible.
I'm working on a project for a client that requires a jibjab-style masking feature of an uploaded image.
I would like to be able to generate a database-storable object that contains anchor/control positions of a bezier shape, so I can pull it out later and re-mask the object. This all is pretty easy to do, except for one catch : I need to create the bezier object from a user-drawn outline.
So far, here's how I imagine the process going:
on mouse down, create a new sprite, beginFill, and moveTo mouse position.
on mouse move, lineTo an XY coordinate.
on mouse up, endFill.
This all works just great. I could just store the info here, but I would be looking at a GIGANTIC object full of tons of pretty useless x/y coordinates, and no way to really make fine-tuning changes outside of putting handles on every pixel. (I may as well give the end user a pencil tool...)
Here's what I'm thinking as far as bezier curve calculation goes :
1: Figure out when I need to start a new curve, and track the xy of the pixel on this interval. I'm imagining this being just a pixel count, maybe just increment a count variable per mouse move and make a new one every x pixels. The issue here is some curves would be inaccurate, and others unnecessary, but I really just need a general area, not an exact representation, so it could work. I'd be happier with something a little smarter though.
2: take each new x/y, store it as an anchor, and figure out where a control would go to make the line curve between this and the last anchor. this is where I get really hung up. I'm sure someone has done this in flash, but no amount of googling can seem to help me out with the way to get this done. I've done a lot of sketching and what little math I can wrap my brain around, but can't seem to figure out a way of converting pixels to beziers.
Is this possible? All I really need is something that will get close to the same shape. I'm thinking about maybe only placing anchors when the angle of the next pixel is beyond 180 degrees in relation to the current line or something, and just grabbing the edge of the arc between these changes, but no matter how hard I try, I can't seem to figure out how to get this working!
Thanks for your help, I'll be sure to post my progress here as I go, I think this could be really useful in many applications, as long as it's actually feasible...
Jesse
It sounds like a lot of work to turn pixels into Bezier curves. You could try using something like the Linear least squares algorithm. http://en.wikipedia.org/wiki/Linear_least_squares
A different tact, could you have your users draw vector graphics instead? That way you can just store the shapes in the database.
Another cool method of converting raster to vector would be something like this iterative program: http://rogeralsing.com/2008/12/07/genetic-programming-evolution-of-mona-lisa/
Good luck
In my answer to this question I discuss using autotrace to convert bitmaps to beziers. I recommend passing your user drawing through this program on the server. Autotrace does a fantastic job of tracing and simplifying so there is no need to try and reinvent the wheel here.
Thanks for the answers, although I guess I probably should be more specific about the application, I'm really only needing an outline for a mask, so converting images to vectors or polygons, despite how cool that is, doesn't really fix my issue. The linear least squares algorithm is mega cool, I think this might be closer to what I'm looking for.
I have a basic workaround going right now, I'm just counting mouse moves, then every X (playing with it to get most desirable curve) moves, I grab the xy position. then, I take every other stored xy, and turn it into an anchor, the remaining xys are turned into controls. This is producing somewhat desirable results, but has some minor issues, in that the speed at which the mask is drawn effects the number of handles, and it's really just getting a general area, not a precise fit.
Interestingly, users seem to draw slower for more precise shapes, so this solution works a lot better than I had imagined, but it's not as nice as it could be. This will work for the client, so although there's no reason to pursue it further, I like learning new things, and will spend some off the clock time looking into linear least equations and seeing if I can drum up a class that will do these computations for me. If anyone runs across some AS3 code for this type of thing, or would like some of mine, let me know, this is an interesting puzzle.
I've been thinking of a dynamic way of creating a CAPTCHA that uses morphing shapes or dynamic colors.
My first idea is to have a graphic, flash or something, that gradually changes from, say a square into a sphere. The user will be required to click the button when it becomes spherical enough.
Second idea is to have an area of color that slowly changes from, say, red to blue and the user will be required to press a button when it becomes blue enough.
Third idea is a combination of both methods.
I'd say the difficulty will be to match the clicks with the transitions. But it should be hard for automated code to detect shades or shapes.
Can people please offer some comments on my idea.
edit -
Thanks for the feedback. I'm now considering using a flash based video playback of a server fed video feed of a few colored shapes that morph into other colored shapes. The user will be required to pause the feed when the colors and shapes match some canned questions: such as : click on the video when you see two green squares turn into 3 blue triangles. The shapes will be amongst over overlapping and moving morphing shapes. Fun for the whole family!
Color is a bad idea as (a) its very easy for a computer to detect; (b) very hard for some humans — the color blind — to detect. Even if you're OK with denying access to the disabled, you'd have to worry about different monitors, systems, lighting conditions, etc. giving rise to different color perceptions.
How hard do you think it is for a computer to compare the red component and blue component in a pixel (or averaged over several pixels)? Trivial. So this isn't a problem for a computer.
Similarly, it isn't that hard to program the difference between a square and a circle. One has strait lines, one doesn't!
Good idea, you could also do it so that the shapes keep turning or moving.
I don't know if it would be safer than a regular letter capcha tho.
I'm not sure why you think color would be any harder to detect than text. Shapes possibly, but they would have to be more complex than n-sided polygons. The gradual animation is a good idea however. But if you can code it to show, someone can code something that watches it.
The real test is to prove humanness by identifying semantic meanings, rather than syntactic meanings.
For instance show pictures of animals and make the user click when a bird shows up. Or just say "click on the thing that can fly." And show some pictures of animals. This would be rather unbeatable by a machine until all images had been cataloged. The trouble with CAPTCHA of course is trying to make semantics with syntax. Therefore defeating itself from the onset.
You're on the right track, and I'm sure your proof of concepts are interesting. But remember: made by a computer: solved by a computer.
Although these ideas will almost certainly work, it's a security-through-obscurity effect. Classic CAPTCHA images are "one-way" in that the correct answer can't (theoretically) be deduced by a computer. The problem with saying "click here when the image turns blue" is that a computer could easily do this, if somebody considered the stakes to be worth developing a program for.
Additionally, unusual captchas will force your users to think. Depending on your audience this may mean losing some users.
I did a fair bit of research when developing a CAPTCHA system, and the classic method of printing text to an image seems to be the most effective. The trick is not in having lots of "background noise" behind the text, or different colours. It's about the following two things:
1) Random text kerning, with most or all letters slightly overlapping each other.
2) Random distortion, translation and rotation of the text.
If you have a look at Google's CAPTCHA, they pretty well only have those two features: https://www.google.com/accounts/NewAccount?service=mail