Arsonide's Forum Posts

  • Thanks to tulamide for providing the ChannelToAlpha effect. We're just missing Tricolor and some of Shinkan's effects now. This is shaping up to be quite the pack - I have around 200 effects so far.

  • All effects have been found. Mods please close.

  • Fullscreen should have no effect on the functionality of GWEN. In fact it was originally designed for a fullscreen environment.

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  • This version of the Noise plugin is no longer supported. I released a new, more powerful version of Noise about a year ago in a thread titled Noise 2.0.

    I'm not sure why your noise amplitude is off, though, since this plugin is so old I barely remember how I implemented certain things. Apologies.

  • I have emailed a new version to all of you that have already purchased, and updated the PalDrop link for anybody purchasing in the future. I apologize once again for the inconvenience.

  • Well it'd be 4^2, so 16 entries. In the next version I'm going to implement one dimensional grids, and unique grids that only have one point.

    One dimensional grids would be useful for stuff like a list of NPCs, or the planets of a solar system. Unique grids would be like a unique dungeon or very rare items.

  • Zotged, if the problem occurred on September 4th, then you might be using an older version when I was considering time limiting the demo. I've since chosen not to do that, and the time limiting factors have been removed. However, when I was considering it, the date was September 4th. I apologize for the inconvenience, and can send you the latest copy if you need it.

    I'm still working on an update for the plugin, getting a new job actually programming, so things have been a bit hectic lately. I'll keep you guys posted.

    EDIT: I've looked through the source code, and this oversight is entirely my fault, I'm so sorry. I will be sending an updated version to the email that everybody purchased from either later tonight or early tomorrow.

  • Well I would hope so - this is the forum for the first Construct. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Holy jesus. I just discovered a way to linearize the calculation costs of GridTree.

    Basically, at the moment, GridTree does a lot of looping. Generally the larger your grid, the more looping it's going to do. This can cause some slowdowns in ambitious programs. I found a way to get rid of the loop entirely, so that every calculation GridTree does is nearly instantaneous regardless of how large your grids are. I'll be playing with this method in the coming days, but expect an update.

  • Cool! Just be aware that GWEN is a Construct Classic plugin, not a Construct 2 plugin. If you need a refund just let me know.

  • Looks like I ran into some trouble with this. It's the default example cap untampered with other than changing the font from Times to Verdana, although it didn't appear right to begin with.

    Am I overlooking something? The widgets appear either clipped in a wrong way or straight out missing and many text elements have very unfitting colors.

    That is GWEN when it can't find a skin to use. I figured using the default skin would be better than not showing anything or crashing. The default skin is ugly. Make sure your skin property is pointing at a valid skin, and remember that Construct points to various places when using relative paths. (AppData, and the directory your cap is in)

    Colonel: Disabling the resizing of something screws up something along the borders. This is actually a known problem in GWEN itself, rather than the plugin. I noticed it during my testing, but I'm still waiting on Garry to figure out the problem. (He might have already fixed it, I haven't recompiled GWEN in a bit.) Apparently he knows what is causing it though, so a fix should be imminent. Like I said, GWEN is a library intended for use in the Source Engine (Garry's Mod), and my plugin is a wrapper around it that makes it easier to use, while showing it how to render within Construct.

    EDIT: Colonel I checked his SVN and it seems that there was a fix for this. I will fold it into the next update. Apologies.

  • Tonight I'm dropping the price by half.

    I've been getting a lot of views, showing me that there is interest, but so far only one purchase over the course of a week, and while the profit would be nice, seeing my plugin proliferate and actually being used would be much nicer for me as a developer. This will, however, be the only price drop.

    EDIT: I have updated the price.

  • Is this the new version of that xml reader?

    No this is GWEN.

  • I tested the demo before release, and tested it once again just now after clearing out all my plugins to default state. Are you sure you installed it correctly?

    Do you have more than one instance of Construct installed? If so are you sure you both extracted to Construct RC2's directory, and that you are opening the example CAP in Construct RC2?

    EDIT: Oh okay great! I hope you enjoy it.

  • I have a few errands to run, but I will make an inventory example tonight, and I'll make that my first video. The basic process is you make an inventory panel, then you create an inventory object as a child. You set the size of each square on the inventory, then you set image panel objects as children on the inventory object. They will automatically snap to a grid when parented to an inventory object. They will also never overlap each other. They fire a condition if you try to drop an object on another object.

    There's an expression on the inventory object that will let you see if the inventory has any space, and another expression that tells you where the first available space is.

    Each object in the inventory is an image panel. Image panels are kind of like sprites but instead of Construct handling them, GWEN handles them. They are GUI objects that can be docked and so forth. They have a load from external image action, and more importantly, a set UV action. Set UV means you can load a giant image with all your inventory object art on it, like this, and then make image panels with that image. Set UV will let you select which object you want the image to represent. This saves a lot of memory in the long run. Like I said, I created each widget thinking about long term implications.

    Another example of that is that each and every widget has a "set data" action and a "get data" expression. "Data" can be anything you want, a string, integer, float, whatever. The cool thing is that you can use set data on all of the image panels to set statistics for the object that it represents. (It's name, damage, etc.) Set and Get Data are found in the common widget options, since they affect all widgets.

    I will have the example cap and Youtube video for all this functionality ready tonight.