Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

评价数不足
Earthmover
   
奖励
收藏
已收藏
取消收藏
Style: Style
文件大小
发表于
3.788 KB
2024 年 5 月 9 日 下午 3:32
1 项改动说明 ( 查看 )

订阅以下载
Earthmover

描述
(Positioned for Mutant, as I was messing around with the elec shape. You should be able to mess around with the offsets for the other characters.)
13 条留言
blue  [作者] 2024 年 6 月 18 日 下午 10:18 
some corrections for clarity, because i was a bit distracted when i wrote it:

- rect size x/y is 0, to be able to fully control where we want it to appear.

- velocity upwards is added, to make the shape cover some distance, and allow for "duplicating" it without having them connected in the next step.

- finally, a low particle lifetime, and high speed scale. the aim of the high speed scale is to freeze it in several locations, with the aid of the aforementioned low particle lifetime.
blue  [作者] 2024 年 6 月 18 日 下午 4:34 
yeah, of course! have fun with it!
InfiniteSnoc 2024 年 6 月 18 日 下午 4:29 
i might try to use this thanks for the detailed explaination
blue  [作者] 2024 年 6 月 18 日 下午 3:53 
(additionally, the particle amount is 12, being the minimum value here to stop flickering; there isn't actually three stationary particles, they're just really, really fast, and extra particles are needed to cover the previously occupied spaces.)

there's a lot of funny quirks with how styles work, allowing for some interesting things. it's pretty fun to mess with!
blue  [作者] 2024 年 6 月 18 日 下午 3:53 
- velocity upwards is added, to make the shape cover that distance, and allow for "duplicating" it, without having them connected in the next step.
(22.8 initial velocity, in 0, -1 direction)
(additionally, "in front" is toggled to render on top of the character, and "local" to disallow external forces.)

- finally, a low particle lifetime, and high speed scale. the aim of the high speed scale is to freeze it in several locations, with the aid of speed scale.
with a high enough speed scale, certain lifetime values have odd effects, visibly speeding up, slowing down, or even entirely stopping. this is how the six eyes are possible, with nothing connecting them. (similar to the wagon-wheel effect, if there's a proper term for it, let me know.)

(0.064 particle lifetime here, with 10 speed scale. higher lifetime values work, and space the eyes out further.)
blue  [作者] 2024 年 6 月 18 日 下午 3:52 
it works like this, the style's relevant parameters will be listed underneath each one:

- rect size x/y is 0, to be able to fully control where we want it to.

- YOMIH doesn't use any anti-aliasing, and as such, parts of particles won't be rendered if they're considered small enough, probably due to some sub-pixel shenanigans.
(start/end scale here is 0.5, and the shape is elec)

- rotating, and changing the x and y offset on shrunk shapes, will allow you to control which bits won't render, allowing you to customise the shape further; in this case, erasing everything except for two pixels, slightly spaced apart.
(the rotation here is -102.53, and x offset: 3.94, y offset -9.57)
(can be fairly sensitive to find the shape you want, use arrow keys for more precision)
InfiniteSnoc 2024 年 6 月 18 日 下午 2:31 
how in god's name did you pull that off
Elit3zinhu 2024 年 5 月 20 日 下午 3:58 
benjamins
мге жора 2024 年 5 月 19 日 下午 12:52 
slop without reason
Videofreak 2024 年 5 月 18 日 上午 11:29 
THIS IS THE ONLY WAY IT COULD HAVE ENDED.