Author Topic: Flames tutorial  (Read 48718 times)

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Offline ztrumpet

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Re: Flames tutorial
« Reply #30 on: February 20, 2011, 01:28:02 pm »
This is wonderful!  I had no idea it was so simple.  Great routine! ;D

SirCmpwn

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Re: Flames tutorial
« Reply #31 on: February 20, 2011, 01:51:44 pm »
This is very, very cool :)

Offline Deep Toaster

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Re: Flames tutorial
« Reply #32 on: February 20, 2011, 01:53:17 pm »
It is. And it's so simple :D I like it.




Offline jnesselr

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Re: Flames tutorial
« Reply #33 on: February 20, 2011, 06:15:45 pm »
I like that you did the TAO pic for it.  The way I'm currently doing it is, I'm taking the white line below the TAO, and just ORing pixels on up, while anding the title screen back on it.  It's nice because there are flames all around it, but especially more from the white areas in the lettering.

Offline DJ Omnimaga

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Re: Flames tutorial
« Reply #34 on: February 21, 2011, 11:59:28 pm »
Woah this is great and small! If I was still coding, this could be useful for a title screen for a Mana Force remake or something, since the original had fire surrounding the text, but in ASCII art animation form.

Offline fb39ca4

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Re: Flames tutorial
« Reply #35 on: February 22, 2011, 06:43:46 am »
I'm not an axe programmer, but this is still a very cool concept that can also apply to the nspire.

Offline Raylin

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Re: Flames tutorial
« Reply #36 on: February 22, 2011, 07:12:57 am »
NOOOOOOO~

I was tinkering with something like this in Axe a few days ago...
Now, I can't use it... :(
Bug me about my book.

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Offline squidgetx

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Re: Flames tutorial
« Reply #37 on: February 22, 2011, 07:13:23 am »
Weeeeeeee!

Offline Builderboy

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Re: Flames tutorial
« Reply #38 on: February 22, 2011, 11:14:36 am »
I was tinkering with something like this in Axe a few days ago...
Now, I can't use it... :(

Why not?

Offline Raylin

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Re: Flames tutorial
« Reply #39 on: February 22, 2011, 11:31:00 am »
Because now everyone can use it and it just looks like I recycled code. :c
Bug me about my book.

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Offline Builderboy

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Re: Flames tutorial
« Reply #40 on: February 22, 2011, 11:40:38 am »
Just gotta use it in an original way, or modify it in a way that makes it stand out :)

Offline Darl181

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Re: Flames tutorial
« Reply #41 on: February 22, 2011, 02:46:44 pm »
Quote from: squidgetx
Weeeeeeee!
Reminds me of JetPack...now I know what to do for V6.
And the GUI on fire...w00t

Btw it looks great in full speed mode, with drawinv just before and after dispgraph ;)
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

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Re: Flames tutorial
« Reply #42 on: February 22, 2011, 03:37:33 pm »
Darl you know you can get the same effect without the DrawInv by inverting the bit data and changing the AND to an OR right? :D Then it can be even faster ^^

Offline DJ Omnimaga

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Re: Flames tutorial
« Reply #43 on: February 22, 2011, 03:50:37 pm »
Raylin could you post it anyway? Especially if it's slightly different it would be cool anyway. More effects == even greater.

Also awesome Squidgetx :D

This could be useful for some games where some maps occur in an inferno-style area, like Demon Crest's forest stage part 2

Offline Deep Toaster

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Re: Flames tutorial
« Reply #44 on: February 23, 2011, 09:26:14 am »
Weeeeeeee!

Setting things on fire is fun :D

You could make a game out of that!