normal moving solids

  • CD
    18th Apr 2015 Member 0 Permalink

    In the save normal moving solids a solid apperas to be moving but when you press 5 you learn the truth is there a tutorial on how to due this please help or tell me how to do it thanks

  • CAC-Boomerang
    19th Apr 2015 Member 0 Permalink
    @CD (View Post)

    I'm assuming you mean this?


    If you also disable the decoration layer (D), you will find it's all GOO. Some time ago, someone found out how to edit TMPs of GOO and DMND to make them animate. Unless I'm mistaken, it's a variant of this:



    To tell you the truth this is all I can help with at the moment. I'll have a more detailed look later if someone already doesn't explain.
  • greymatter
    20th Apr 2015 Member 0 Permalink
    @CD (View Post)
    Goo disappears when it's life hits zero. So you can set the life of each individual pixel of goo in an order to make it disappear in any pattern you wish.
  • boxmein
    21st Apr 2015 Former Staff 2 Permalink
    This is really great - must've taken the author a lot of effort.
    Here's the second layer of GOO under the black layer - http://puu.sh/hlaga/97b5c5ce3e.png
    It clearly shows the animation used to make this moving solid.

    Still a really awesome piece of work due to the ingenuity as well as the effort put in.
  • Mdkar
    3rd Sep 2019 Member 1 Permalink

    Sorry mods this is a very big necro but I couldn't help myself, I've spent way too long trying to figure this out.

     

    When I first saw this post I was also amazed and realized there must have been some trick.

    Through the animation, the particles decrease, so there is some layering involved. The whole thing is also done in EHOLE, meaning there are more than 7 layers (to prevent black hole from forming).

    Every yellow "block" has a black "block" layered directly on top of it, with the black one having 2 life less than the yellow one. 

    Every 2 frames, the current block dissappears at the same time the next black block does, so there is a jump from one position to another. 

    The framerate of the animation is about exactly half of the game's fps.

     

    I figured this out in 2016, and made a few saves demonstating it, but it was pretty bad, and my process was really difficult. Coming back to this right now, I rediscovered the process and made a slight modification to simulation.cpp to make it much easier to do. If you comment out lines 141-155, pasting elements does not remove the layers below.

    1. Pause
    2. starting at the final part of the animation, draw a goo shape
    3. paste the shape over itself but use the prop tool to make its life the max life value and color it black
    4. to the side draw the "previous" shape, give it the same life as black version of "next" shape
    5. make a copy with 2 subtracted from life
    6. cut/paste shape from 4 into desired location (make sure it overlaps with the "next" shape for smoothness)
    7. cut/paste shape from 5 on top and color black
    8. Goto 4

    Here is a quick example I made with a frame jump of 5 instead of 2 because I was lazy.

     

    Also, I should have used EHOLE. Some of my other saves have examples of what happens if you do this in the wrong order.

     

    I still think it would be much too difficult to do what the original guy did without some kind of tool to draw and rotate rectangles and plan out the animation. 

    Edited once by temporaryaccount. Last: 3rd Sep 2019