Arsonide's Forum Posts

  • That tutorial is relevant to any plugin you decide to make regardless of the sprite coloring stuff.

    There's a lot of "grunt work" for every plugin you design, outside simply what the plugin does. You have to explain to Construct what your plugin does, and how to present it to the end user. That's what ADDEXP will do. ADDEXP will also link up with a function you write in Expressions.cpp. That's where you want to place your GetKey stuff. You'll also have to define your new expression function within Main.h.

    ADDEXP is known as an "ACE Table Entry", particularly in your case the "E" in ACE. You want to pay attention to that particular part of the tutorial.

  • > ...Then I'll be completely free of future projects (sans a bit of patching), and I'll pick up Online full time.

    >

    You're done with void runner?

    My artist is having some trouble with his eye, so for the moment I have time to work on other things. I was referring to my plugin projects.

    Sorry, but personaly im againts these extra dealings.

    I rather pay a license right on begining Once.

    I am not sure what the royalty percentage is. I don't even think that is in the license. They are pretty lax on the Raknet forums about that stuff, in fact I think you personally talk to Rakkar about it once you hit that point. I didn't choose Raknet - David did. I'm just continuing his work. However, after seeing the power of the library, I don't see why you would not want to use it. There are a lot of less powerful libraries out there with more restrictive licensing schemes.

  • Like I said in IRC a few times. It's been hard to focus on Online with so many projects on the table. So I made myself a timeline. What I'm going to do is finish up Muse, then do a small one or two night patch job on the dungeon plugin to enhance it a bit. Then I'll be completely free of future projects (sans a bit of patching), and I'll pick up Online full time.

  • I have found the Construct community to be friendly unless met with hostility, in which case they respond accordingly. Either way - this conversation is off topic and should either end or continue in private messages with the appropriate parties.

  • Moving a bit slower with this one, some real life stuff going on. Right now I am working on the advanced word generator. It is an expression that accepts a rule to create a word from word "pieces". Not syllables but smaller parts.

    For a good idea how this will work check out the advanced interface on the site I got the idea from: http://www.rinkworks.com/namegen/

  • Now I've finally spent some time with this, I'm blown away.

    This takes so much of my current code away, and really streamlines the process.

    Over the next couple of weeks, as I try to implement this into my existing project (don't worry, I've backed that up ), I'll let you know if I come across any bugs.

    So far, I've had no problems with either performance or functionality, no matter how many levels I go down.

    Excellent work mate.

    Krush.

    Just keep in mind that this

    is

    alpha, and I do plan on patching up some things. (There's an extremely small chance that I may just move it up to release status as is, if nobody reports any bugs, but I doubt that will happen.) If I patch it, it may integrate seamlessly with whatever you've done, there's a chance that it may not however. So just keep track of everything you are doing, so if you have to redo it at some point it'll be easier.

    I'm glad you haven't run into any problems so far though! It worked pretty good for us, I'm hoping more people will find uses for it.

  • That method works amazingly well too! I've used it a few times now.

  • I don't like the lack of elegance of this since they change width and I have to move them every time.

    You could always automate this using a function object.

  • That's what I suspected. I've never been able to move the hotspot on a canvas away from the center. I'm not sure they even use hotspots...but don't quote me on that.

    Either they don't use them or it's a bug. For now you can try spawning them at an offset: Self.X + (Self.Width / 2), Self.Y + (Self.Height / 2), would place the top left at the position of the center.

  • What kind of object are you creating?

  • I have some writing experience as a freelance reporter for ExperienceGaming.com. It was a Korean site that is dead now, but it was a great experience! I got access to a lot of things that the public didn't even know existed, and I was sent to several conventions over the course of a year or so.

    I've also been using Construct for about two or three years now - having developed several plugins in the process. I am also the sole developer of one of Construct's most ambitious projects - Void Runner: an infinite universe down to the rocks on planetary surfaces, and the wiring in spaceship interiors. Scirra even tweeted the early prototype of it! I contributed a little bit to Construct 2's early plugin efforts, but not too much. I'm very loyal to Construct Classic, and I'll be honest - it's primarily because I've invested so much time in Void Runner.

    I'd like to consider that "battle tested". I'd be interested in helping out with this. Construct really does need more documentation, and any publicity for it would be awesome. PM me with some more details if you're interested.

  • I think there's a third party program that does that. I'm not sure if it's still being maintained though.

    Ah, found it:

    Yeah I just checked - it's dead. The list of plugins is very outdated.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • <img src="http://a7.sphotos.ak.fbcdn.net/hphotos-ak-snc6/222665_1763322758013_1087413243_31705964_2170482_n.jpg">

    I found some actual border patrol tape on something at work, so I did the next logical thing with it - put it on my head.

  • It will have both as an option. Also by "story engine" I mean the procedural chronology stuff. You still set up your story and such. For instance, you can tell Muse that every 10-15 minutes the weather changes in your game, and that these are the weather options: rain, sun, snow. (Or make it geologically based, or whatever, so it snows more in the north). Regardless. Muse will tell you what it's doing right now when you pass it this time expression.

    You can also ask Muse for a list of entities that are currently in an area at any given point in time.

    So it doesn't really generate the story for you, but it gives the player a sense that things are happening. It's procedural chronology. I can also add some prose generators in later if you guys want, but they'll look pretty silly compared to this organic event based system.

  • Quick poll. I'm implementing the time expressions for Muse (you input a time to the history generator). There are two possible options.

    The first option is UnixTime. UnixTime is my real time option - where your world continues to evolve while the game isn't running. UnixTime returns the number of seconds since midnight, January 1, 1970. It constantly, reliably, moves up by one. Moving by one is good for this purpose, because that means the changes will subtly change over time rather than sudden radical changes. The problem with Unix Time is that due to memory constraints, in 2038, it will fail. I don't know why this bothers me so much, as by then Construct 5 will be pumping out much cooler games than this, but it bothers me enough that I'm implementing my own special version of UnixTime I'm calling MuseTime. In UnixTime, midnight - January 1, 1970 is referred to as the "epoch". MuseTime will be referred to as an expression, much like UnixTime, with one exception. You will be able to set your own epoch. That way, you can set it to whenever the game first begins, or whatever, and the player has a good solid 68 years before it loops back on itself. (Which would cause a sudden change of history within your game.) If players are playing your game for 68 years - I doubt you'll be worrying about this.

    The second option is counting the number of seconds your game has been running, in which case the game will pause while you are not playing. This will come with "Punch In" and "Punch Out" actions to start and stop the clock. My question to you guys is that this is going to need to save data. Would you rather this data be serialized with Construct's native savegames, controlled via the "Save" action, or would you rather this data be saved in an external file. Personally I've never used Construct's save action and have no idea how and if it works, but, and I've always wanted to say this: modifying that external file WILL result in unexpected time travel. That's something you probably want to avoid.

    Anyway what do you think?