dEspadas's Forum Posts

  • Hi rexrainbow, first of all, great plugins, I'm using moveTo and it has proven to be very helpful to my needs, excellent work!

    My problem is that, before I dive too deep in my game project, I need to sort out the licenses for the plugins I might use in it. I tried to look for you licensing terms but found none, can you clarify me about it?

  • Oh, indeed, I missed that! I just looked at the .js head and moved on, I should had searched harder for it.

    Anyway, that looks fine, thank you!

  • Hi, 00Rez,

    I've tested your plugin and it is working very well for what I want, some minor issues but nothing really important for the moment.

    I need to know now, before venture any further, what are the licensing terms of it, to see if it will work for me. I tried to look at the plugins' folder for a readme file, or at your github, or at the .js headers, but found nothing.

    Is there some plugin license agreement in C2, or at your plugin itself, that I'm missing?

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  • Interesting, because what I've read in the press says otherwise, probably a miscommunication somewhere? Or maybe just not open yet.

    gamesindustry.biz/articles/2012-10-02-steam-opens-non-game-section

    Wikipedia says the same about greenlight supporting software, but I must admit that I did not check Steam's forums.

  • As I understand, Greenlight is indeed the place to go to be accepted, for non-game software as well. Not that it can't be in by other means, just that Greenlight accepts all types of products.

  • You can use System -> "Compare two values" nested in a for each loop, that might work for you.

  • Indeed, awesome effect, I specially like the fire one. Well done! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Someone (can't remember who, sorry) shared some time ago this link to showcase what was possible with webgl, and the very last example is metaballs example that can be forked for code view. Maybe you find it usefull, I had similar thoughts of trying it out, but my lack of time and shader knowledge made me back off of the task.

    http://webglplayground.net/gallery

  • You can check if the obj "Is Moving", after it starts his path, if not he probably reached the destination. Another way is to store the target x/y on a variable/array and later check with the obj x/y to see if they match.

  • If you choose the Indie model, then you can make money on that application, up to $100,000. If you make more than $100,000 on that specific application, then they expect you to purchase a Pro license.

    Hmm, I don`t think you`re right on that one. It is company revenue, not app revenue, as stated in their license, and I quote "If your company ever makes more than $100k in revenue in any subsequent year while using the Free License, you must purchase a Pro License (or other commercial license) to continue using Awesomium in your application.".

    Still, not an issue, as I see.

  • If my company makes 100 games, then decides games aren't profitable and switches to, say, providing data warehousing solutions to other companies, and then makes $100K in profits from that, do I still have to pay 290K(100*2900) to awesomium?

    As I understand, no if you're not selling/distributing any game (and so using awesomium) anymore.

  • Thank you, Rez, it seems like it's all working as expected now!

    I've done some tests here and the overlapping now happens on a predictable way, so I can adjust my blockers and art to it. Your suggestion of using the blocker bigger than the art was already my approach, but it was not working since the path's behavior was kind of unpredictable.

    Even a minor misalignment between the path's end and the object seems solved now, that's nice! I did not bring it up since for my project it was just some minor issue, not so important.

    I'll be back to my project in the next week, so will let you know if any problem arises. Thank you very much for the ace work! <img src="smileys/smiley20.gif" border="0" align="middle" />

    PS: I really liked the new example and possibilities, will think about them when doing my project.

  • Sorry been very busy lately, new job, family, work, courses, etc. When I get chance I'll look into this.

    Hi 00Rez, no problem at all, I imagined that you might have been busy! I myself had been busy the last couple of days and I did not push my project far, so there were no reason for me to try to hurry you.

    I've tested the project a little, and it seems that it is something related to "diagonals", not sure if it is of any help. If I choose "no diagonals", it behaviors as expected, never entering any of the blocked paths. Unfortunately, the "no diagonals" path tends to form very long, and ugly, stair-shaped paths on many situations, so I was avoiding it.

    I am also using "moveto" behavior, might have hit some corner case with the use of both together, I dunno.

    Anyway, thanks for you attention!

  • I would suggest you to check Khan Academy since it has some very good video lessons on almost all math related subjects, from the very basic to more advanced ones.

    As of your examples, I think you need some understand of basic programming as well, maybe how a loop works. Besides that, tackle a problem one step at a time, asking yourself each basic question that will form the big answer you are looking for. If you can't find it by "googling" it, probably you are asking the wrong questions.

    If I understand your example right, you have 20 "cubes" that you need to be put side by side, for a start. Since you know the amount, you can just spawn the right quantity with a "repeat 20 times" loop and a "create" action.

    So, if you want to put a cube next to other, from the left to the right, how would you do? The first one needs to be at 0 distance from the left side, so it is right at the side. The second one needs to be at 1 times the width of one cube, so it it right next to the first. The third one at 2 times the width of one cube, so it gives space for the first two. The forth at 3 times the width... As you may have noticed there is pattern here:

    next X position = number of cubes * width of one cube.

    As an addendum, the repeat has an index, called "loopindex", that returns the number of the current repetition, starting from 0. Back to the repeat loop, you need to fill in the X of it (next X position) with that expression, so, we know now that the repeat has a loopindex that returns a number, if we are creating cubes at each repeat, that loopindex tells us the number of cubes it had created. The width of a cube is a basic expression, you can see it at the expressions help.

    So, into the "Create object" action, in the X position, you can translate our "equation" to:

    X = loopindex * cube.width

    But if you need to add a space between each one, so it it not all side by side? Well, like it is said, you need to add. So to keep the layout divided by 50, so you have 20 cubes evenly spaced, you must add 45 pixels of space to the 5 pixel cube.

    X = loopindex * (cube.width + 45)

    and that is it, if I understand you right. 20 cubes, 5 pixels wide, evenly distributed on a 1000pixels layout.

    The only real tricky part here is the loopindex, but it is part of the sintax of construct "language", you will need to learn it. Construct is very forgiving in that area, with not much to learn, but you will need basic programming knowledge and basic math knowledge, no way around it.

  • I guess it will help you out:

    www.igmbrasil.com

    Facebook Construct 2 Brasil